Burn shader's problem after updating to 1.6

Node-based Shader Editor

Burn shader's problem after updating to 1.6

Postby Crystalius » Fri Nov 23, 2018 7:23 pm

Hi!

I remember Burn official example used to pulsate irregularly, not all burning crevices together like it is now. Now they are pulsating in brightness strength as one. I even created an empty project with new ASE install to test and it's the same.

What could be the solution as I need this technique for my shader.

Thanks!
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Re: Burn shader's problem after updating to 1.6

Postby Amplify_Borba » Mon Nov 26, 2018 2:28 pm

Hello, do you have any reference?

I've tested an older version, ASE v1.5.6, and the sample is behaving the same way as in v1.6.

Image

Could you have had this sample mistaken with the AnimatedFire one?
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Re: Burn shader's problem after updating to 1.6

Postby Crystalius » Mon Nov 26, 2018 3:04 pm

Hi!

That's strange. I clearly remember light pulsating separately in different areas in Burn example and I had even recreated this distributed different brightness pulsation to my own shader. It's lost now somewhy, so I recreated it in a different way, by multiplying two different animation times together with the same texture code nodes with some little changes to 2nd copy, before plugging into Emission slot and I have some variety in brightness pulsation now. Hooray :)
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Re: Burn shader's problem after updating to 1.6

Postby Amplify_Borba » Tue Nov 27, 2018 4:59 pm

Hey! Good to know you've managed to achieve the desired effect!
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