achieve this lightning effect

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Post » Mon May 28, 2012 6:19 pm

Is there a way to combine oppenheimers example with newts first one?
I mean, there were 2 points the bolt was connected, both could be moved.
Or isn't that possible with that technique?
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Post » Mon May 28, 2012 6:43 pm

@newt: thanks ;) ... constantly randomizing the noise would have been impossible (512 map size needs about 2 or 3 seconds). i pushed the data into an array to have the opportunity to process it.

@zyblade: you could reshape the amplitudes when you re-write the array data. to use the start and end point, you definately need more math. in the current state of the example it's just half of the layout height + offset.
the cpu's processing time heavily depends on your map size of the noise and the number of instances which are moved/scaled/rotated. once it's done (at startup) its data is available through the array. gpu issues shouldn't be problem. only the post-processing stuff (2x blur & glow) is taking about 6mb of vram.

"Is there a way to combine oppenheimers example with newts first one?"

of course! just pull the array/noise-data and use it as displacement.
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Post » Wed May 30, 2012 11:28 am

here's another approach combining perlin noise & displacement via ribbon.

grab a CAP

a few hints:
- 2 Noises are being used for X and Y distortion (each with a different seed ofc)
- global('Strength') determines the strength of distortion in pixels
- global('Segments') determines subdivsion (keep it reasonable or glitches may occur)
- global('NoiseOffset') animates the whole thing (see event 2)
- boxes are draggable.. woohoo ;)
- play around with the variables (especially noise settings, e.g. noise type, frequency etc.)
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Post » Wed May 30, 2012 11:52 am

Oh yeah, gonna try that out now. Thanks^^ Or from german to german "Dankeschn!"(thank you) ^^
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