Instance to Instance Material behavior
by Wesley Hopson · in Torque 3D Professional · 11/08/2011 (5:43 pm) · 0 replies
Is there a way to set materials to act independently of each other on a object to object basis for material animations.
thus far I know each material gets it's own ProcessedShaderMaterial per each time it is used on an object while it is playing but the texture transforms that are used to animate are stored in shader constants of which there is only one of for the material AFAIK.
Thus far the only solution I can come up with is to use a unique material for every single game object I want to be able to animate uniquely and considering. I am working on a system for sprite animation that would be alot of extra objects to manage.
thus far I know each material gets it's own ProcessedShaderMaterial per each time it is used on an object while it is playing but the texture transforms that are used to animate are stored in shader constants of which there is only one of for the material AFAIK.
Thus far the only solution I can come up with is to use a unique material for every single game object I want to be able to animate uniquely and considering. I am working on a system for sprite animation that would be alot of extra objects to manage.