Layers

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Simulation/Layers

Alternate between foregrounds. ​

Description

The Layers box is a pre-built 3D simulation. The Layers box alternates between two foreground textures and manages the index related to a Texture Vector.

To change between textures seamlessly, the Layers box alternates between textures received in the Texture Vector. . The box manages the alternation with the size of the inputted Texture Vector.

See the Layers Fx template for a working example.

Inputs

Detection 2D Texture Receives the detection texture. Active regions flip the corresponding tiles.
Noise 2D Texture Receives the noise texture to randomize the simulation.
Tex Vector Texture Vector Receives the texture vector to alternate between the contained texture.

Outputs

Index Int Outputs the index of the current texture shown.
Mask 2D Texture Outputs the simulation texture of the transition between foregrounds.
Texture 2D Texture Outputs the render result.

Parameters

General

Still Time Animation Time Sets the minimal time between texture transition.
Dilatation Coverage Int Sets the minimal percentage of the active region to activate texture transition.
Propagation Speed Int Sets the propagation speed. The default value is 60 and a higher value increase the propagation speed.
Edge Hardness Int Sets the hardness of the edges of the detection and noise texture.
Noise Level Int Sets the amount of Noise Texture added to the Detection Texture.
Internal Interpolation Toggle Enables the Texture Vector Input Pin and the internalization of the box logic. If deactivated, the logic must be manually managed with Pop, Get Item and Push boxes.

Format

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Channel Settings

Set Format Toggle Allows the box to change the format of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.
Format String Sets the format of the outputted texture. RGBA 8 bits is the common format. RGBA 16 bits allows negative vector calculation and is mostly used for simulation. RGBA 32 bits allows high precision but may negatively affect the FPS and the Grayscale has only the Red component.
Format Components String Sets the Components used for the outputted texture.
Format Component Bit Depth String Sets the Bit Depth of the outputted texture. 8 bits is the common format, 16 bits allow negative vector calculation and is mostly used for simulation, 32 bits allow high precision but may negatively affect the FPS.
Format Component Type String Sets the pixels value type depending on the Bit Depth.

Canvas Settings

Set Resolution Toggle Allows the box to change the resolution of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.
Resolution Mode String Sets the Resolution Mode. Canvas uses the project configuration settings, Custom uses local setting resolution not shared with other box and Project Aspect Ratio uses the project aspect ratio and proportionally scales the height and width. The parameter chooses the reference Canvas setting the resolution of the outputted texture.
Canvas 2D ResolutionRef Chooses the reference Canvas and sets the resolution of the outputted texture.
Maximum Resolution Int Sets the maximal resolution of the X-axis and calculates the resolution of the Y-axis based on the aspect ratio of the Content Canvas.
Lock Aspect Ratio Toggle Locks the Aspect Ratio for Custom resolution.
Aspect Ratio 2D ResolutionRef Chooses the reference Canvas for the aspect ratio.
Size XY Int2 Sets the size in pixels of the outputted texture.

See Also

Boxes related

Paint, Texture Loader, Pop, Push, Perlin Noise, Folder View, Get Item, Get Size, Propagate Sim, Tile In Texture, ​​

Version Information

Current documentation version: 2.1.3. ​ ​