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manual/composite_nodes/types/input/time.rst
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| Time node | |||||
| ********* | |||||
| .. admonition:: Reference | |||||
| :class: refbox | |||||
| | Panel: :doc:`Node Editor </render/blender_render/materials/nodes/editor>` --> :doc:`Node Composition </composite_nodes>` | |||||
| | Menu: :kbd:`Shift-A` --> :doc:`Input </ce/windows/nodes/composite#inputs>` --> Time | |||||
| .. figure:: /images/Tutorials-NTR-ComTime.jpg | |||||
| Time node | |||||
| The Time node generates a *fac* tor value (from 0.00 to 1.00) | |||||
| (that changes according to the curve drawn) as time progresses through your movie (frames). | |||||
| The *Start* and *End* NumButtons specify the range of time the values | |||||
| should be output along, and this range becomes the X-axis of the graph. | |||||
| The curve defines the Y-value and hence the factor that is output. | |||||
| In the example to the right, | |||||
| since the timespan is 250 frames and the line is straight from corner to corner, | |||||
| 0.50 would be output at frame 125, and 0.75 will be output at frame 187. | |||||
| .. note:: Note on output values | |||||
| The :doc:`Map Value </composite_nodes/types/vector#map_value_node>` | |||||
| node can be used to map the output to a more appropriate value. | |||||
| With some time curves, it is possible that the Time node may output a number larger than one or less than zero. | |||||
| To be safe, use the Min/Max clamping function of the Map Value node to limit output. | |||||
| You can reverse time (unfortunately, only in Blender and not in the real world) | |||||
| by specifying a Start frame greater than the End frame. | |||||
| The net effect of doing so is to flip the curve around. Warning: | |||||
| doing so is easily overlooked in your node map and can be very confusing | |||||
| (like meeting your mother when she was/is your age in "Back to the Future"). | |||||
| .. note:: Time is Relative | |||||
| In Blender, time is measured in frames. | |||||
| The actual duration of a time span depends on how fast those frames whiz by (frame rate). | |||||
| You set the frame rate in your animation settings (:doc:`Scene Context </ce/buttons/scene_context>` F10 ). | |||||
| Common settings range from 5 seconds per frame for slideshows (0.2 fps), to 30 fps for US movies. | |||||
| Time Node Examples | |||||
| ================== | |||||
| In the picture below, over the course of a second of time (30 frames), | |||||
| the following time controls are made: | |||||
| .. figure:: /images/Manual-Compositing-Time.jpg | |||||
| See: | |||||
| A) No Effect | |||||
| B) Slow Down | |||||
| C) Freeze | |||||
| D) Accelerate | |||||
| E) Reverse | |||||
| Common uses for this include a | |||||
| :doc:`"fade to black" </composite_nodes/types/convertor#using_setalpha_to_fade_to_black>`, | |||||
| wherein the accelerate time curve (typically exponentially-shaped) | |||||
| feeds a mix value that mixes a constant black color in, | |||||
| so that the blackness accelerates and eventually darkens the image to total black. | |||||
| Other good uses include an increasing soften (blur-out or -in) effect, | |||||
| or :doc:`fade-in </composite_nodes/types/convertor#using_setalpha_to_fade_in_a_title>` a background or foreground, | |||||
| instead of just jumping things into or out of the scene. | |||||
| You can even imagine hooking up one blur to a background renderlayer, | |||||
| another inverted blur to a foreground renderlayer, and time-feeding both. | |||||
| This node group would simulate someone focusing the camera lens. | |||||
| Examples and suggestions | |||||
| ======================== | |||||
| As your imagination runs wild, consider a few ideas that came to me just now on my couch: | |||||
| mixing a clouds texture with a time input to fog up a piece of glass or show spray paint | |||||
| building up on a wall. Consider mixing red and the soften with time (decreasing output) | |||||
| to show what someone sees when waking up from a hard hit on the head. | |||||
| Mix HSV input with a starfield image with time (decreasing output) | |||||
| to show what we might see someday as we accelerate our starship and experience red-shift. | |||||
| As a user, you should know that we have arrived at the point where there are many ways to do | |||||
| the same thing in Blender. For example, an old way to make a slide show using Blender, | |||||
| you created multiple image textures, one image for each slide, | |||||
| and assigned them as texture channels to the material for the screen, then created a screen | |||||
| (plane) that filled the cameral view. Using a material ipo, | |||||
| you would adjust the Color influence of each channel at different frames, | |||||
| fading one in as the previous slide faded out. | |||||
| Whew! Rearranging slide and changing the timing was clunky but doable by moving the IPO keys. | |||||
| The *Node* way is to create an image input, one for each slide image. | |||||
| Using the Image input and Time nodes connected to an AlphaOver mixer is much simpler, clearer, | |||||
| and easier to maintain. | |||||