Animating UVs to scale a texture.
EDIT: I have a new issue and don't wanna make a new thread for it.
I thought it would be cool to be able to adjust the pupil dilation of these eyes. I've tried linking the texture offset to the coverage(as per image below) because the texture placement doesn't scale from the centre but from the top left( i think).
Is there a way to just change the origin of the Uvs/texture so that it will scale from the center instead?
If that isn't possible could somebody who isn't totally inept at basic math such as myself care to help write an expression that will change the offset to keep the texture centred when the coverage is changed?
And again, Thanks for reading, any help much aappreciated.
https://i.imgur.com/H8PYMkF.png
First post!
edit: Issue below is solved(until I need GI)
I'm working on a character that has cel shading (see image) , using a ramp plugged into the ambient colour, and disabling diffuse on a lambert. The eyelids are an image sequence with alpha. The Iris' are animated UVs.
Problem is the specular on the iris (phong E) doesn't render through the transparency of the mesh above it.
If I change to Mental ray and apply mia_mat_x then the spec. renders but I don't know how to get the cell shading back. I can plug my original lambert for the eyelids into the colour of the mia_x but it still has raytraced shadows. I'd also rather not have to rely on MR is possible.
I was thinking my best option may be to mask the iris' spec. to the eyelid mesh, but i have no idea how to do that.
Thanks for reading, any help much aappreciated.
edit: After searching for a fix for this on and off for a few days, finall giving in and coming here for help, It turns out all i had to do was disable Global Illumination. In my case that isn't a problem, though i wouldn't know a work-around if i end up needing GI.
Last edited by C onnor; 18-07-2014 at 09:48 AM.