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Blender | Blinking Animation Part 2 (Material)

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  • Blender

Table of Contents

Continuing on from last time.

Last time, I made an animation that toggles instantly between 0 and 1.

▼ Last Time ▼

Here’s the animation I’ll create this time.

▼ This Time ▼

Overview

The first row is last time’s nodes.
This time’s nodes are in the second row.

Explanation

※ I’ll skip the parts already explained last time.

1|Sine

The animation is driven by a trigonometric curve, shown below.

※ Referencing a gif from Wikipedia.

Looking at the sin part, you can see it loops through 0 ~ 1 ~ 0 ~ -1 ~ 0.
I’ll drive the blinking animation using this progression.

2|Power

With the current Sine curve, the time spent near 1.0 is short, so the bright period is brief — raising it to a power reshapes the curve.

▼ Let’s look at the curve after raising it to a power ▼

  • Purple: normal curve
  • Blue: squared
  • Green: to the 10th power

ツールを使用するとカーブがどのようになっているか可視化されてわかりやすいですね!

この計算結果を見てわかることは冪乗する数値が大きくなればなるほど、0付近に値が収束していることがわかりました。

3|Absolute

I won’t use negative values this time.
So I use this node to convert to an absolute value.

4|Subtract

Earlier, in “2|Power,” I graphed the results and looked at them.
What I found was that the larger the exponent, the more the value converges toward 0.
This time, I want 0 to mean dark and 1 to mean bright within the 0 ~ 1 range.
So I need to flip the current curve.
That means subtracting the curve’s result from the maximum value of 1.

First value (1) − Second value (curve)

This gives us the inverted curve.

 

From here, just adjust it to the Emission strength as in the previous article.

Finally

This blinking effect turned out to be achievable with fairly simple math nodes.
I hope to build more elaborate animations this way going forward.

▼ References ▼

※ Please refer to the documentation that matches the version you’re using.

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