I’m setting up a crystal and would like it to be dim when the blade is off. So this makes dimblade unsuitable. I’ve tried reducing the color values themselves so that the percentages of the original value to 255 remain the same, which sort of works, but can put the colors off. Is there a method to dim a color that I’m not aware of? Some sort of black overlay or something along those lines?
It shouldn’t
Mix<Int<2000>, Black, YOURCOLOR>>
Mix in black like
Mix<Int<16384>,Red,Black>
0 = first color, 32768= last color. Mix to taste.
edit - man… Profezzorn = Quick Draw McGraw
I’ll try that. Thank you!
@profezzorn and @NoSloppy would switching to Rgb16 values possibly also help since it spreads it out?
For very dim colors Rgb16 is helpful since it provides more precision.
Other than that, Rgb8 and Rgb16 does exactly the same thing.
If you’re using Color Editing styles with Edit Mode you can just use “Adjust Black Level” for OFF COLOR to also dim without changing the color.
I am a simple man, in the sense that I’m a bit simple, so haven’t gone into edit mode even once.
here’s what i ended up with if anyone is interested:
StylePtr<Layers<Stripes<5000,-2500,RgbArg<BASE_COLOR_ARG,Green>,Mix<Int<25000>,Black,RgbArg<BASE_COLOR_ARG,Green>>,RgbArg<BASE_COLOR_ARG,Green>>,TransitionEffectL<TrConcat<TrInstant,AudioFlickerL<RgbArg<IGNITION_COLOR_ARG,White>>,TrFade<700>>,EFFECT_IGNITION>,TransitionEffectL<TrConcat<TrJoin<TrDelay<30>,TrInstant>,Remap<CenterDistF<EffectPosition<EFFECT_CLASH>>,Stripes<2000,-2000,RgbArg<CLASH_COLOR_ARG,White>,Mix<Int<4096>,Black,RgbArg<CLASH_COLOR_ARG,White>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<TransitionEffect<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,White>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,White>>>,TrExtend<2000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,White>,TrFade<300>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,White>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,InOutTrL<TrWipeSparkTipX<RgbArg<IGNITION_COLOR_ARG,White>,BendTimePowInvX<IgnitionTime<0>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrSelect<IntArg<RETRACTION_OPTION_ARG,0>,TrFadeX<BendTimePowInvX<RetractionTime<1000>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,TrColorCycleX<BendTimePowInvX<RetractionTime<30000>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>>,Pulsing<Mix<Int<1024>,Black,RgbArg<OFF_COLOR_ARG,Green>>,Mix<Int<6500>,Black,RgbArg<OFF_COLOR_ARG,Green>>,6000>>>>(),
For the record, if you’re using the library you could have also just selected a dimmer OFF COLOR in the color selector
I know but this is a more even effect. It works well without mucking about with the values.