outside of trying to remember values in the xpresso you could use a null in the scene and add 1 to it’s Y position (for example) for every collision, just reads the null’s Y position to get hit count. Subtract from it’s Y position on a per frame basis for draining. Put a condition in to never let it get less than 0….
Start with Transparency – 100%, Refraction – 1, no Specular – animate Specular Height, start at 0%
End with Transparency 90%, Refraction 2.4 and whatever Specular Height you were using
September 25, 2009 at 2:29 am
in reply to: Paintblast
hard to tell, they use real and 3D elements integrated fairly well. Without being able to frame by frame it (and maybe not then for me) it could be a fluid generator or maybe it’s a set of paint filled balloons they blow up. It looks kind of rubbery/clothy it could be either (and I could be way off base).
Danel is one of the old SLA shaders, I get weird results trying to mix a displacement shader with it as well. Try using Lumas in the color channel of a shader instead, Lumas is (I think) what became of Danel once the SLA shaders were absorbed. It’s very similar and with a bit of tweaking you should get what you want and you can use the displacement channel in the shader.