Alternate between foregrounds.
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.
|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.|
|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.|
|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.|
|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.|
|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.|
Current documentation version: 2.1.3.