Pathing
Pathing is a powerful and flexible way to create effects that follow along paths defined using gradients. It can be used for complex effects like emissions traveling across a material, or selectively showing an underlying texture based on a defined path.
Options in this section labeled "R/G/B/A" each correspond to a common option with separate values for each different channel of the gradient.
Gradient Type
Type
: Dropdown, Options:Split Channels
/Merged Channels
Determines whether to sample the Path Map texture. There are two modes:
Split Channels
: Samples the Path Map texture independently for each channel of the gradient. Makes 4 separate paths, with each being able to be independently set up or disabled.Merged Channels
: Samples the Path Map texture as a single channel. This makes each channel use the same extended path, with four times the path levels available, allowing for more precise effects. This mode should generally be created with the help of the Poiyomi Pathing tool.
Override Alpha
Type
: Checkbox
If enabled, multiplies the base alpha of the material with the Path's final alpha.
RGBA Path Map
Type
: Data Texture (sRGB = Off
)
Defines the gradients for the path. If using Split Channels
mode, this texture should consist of between 1 and 4 channels of gradient data, with each channel representing a different path. Each channel used will flow between a value of 1
to a value of 255
(in 0-255 range), and should be defined from linear textures.
When expanded, 4 slots will be visible, one for each path. This is an integrated Thry Texture Packer, which you can use to define gradient paths for each channel.
If using Merged Channels
mode, this texture should be the output of the Poiyomi Pathing tool. The 4 channels will be sampled in order, from R -> G -> B -> A
.
Color & Mask
Type
: Color Texture (sRGB = On
)
Defines the underlying color for the paths, and a mask for the paths. Both the RGB Color and the Alpha Mask will apply to all paths.
The RGB Color can be used to show textures or colors where the path is active. The Alpha Mask can be used to define where the path is shown, and is very useful for creating clean paths, by creating "wider" paths on the path map, and masking out the edges (which often cause artifacts).
R/G/B/A Path Type
Type
: Dropdown, Options:Fill
/Path
/Loop
Defines the path type for each path channel.
R/G/B/A Path Type Options
Fill
: The path will fill the gradient from0-255
, then restart.Path
: The path will follow the gradient from0-255
and will completely disappear before re-appearing at the beginning.Loop
: The path will follow the gradient from0-255
and will immediately start showing at the beginning while the end disappears.
R/G/B/A Path Color
Type
: HDR Color
Colors for each path channel. This is overlain on the Color
texture, if defined. Otherwise, the Color
will be used directly.
The Alpha value of these colors determines the strength of the path. Path channels can be disabled by setting their colors' alpha to 0
.
Path Settings
Each of these settings below has 4 fields, one for each path channel. They are labeled accordingly as R
, G
, B
, and A
, referring to their respective channels.
Emission Strength
Type
: Float4
How strong the emission of the active part of the path should be.
Softness
Type
: Float4
How sharp the edges of the active path segment should be. This smooths and softens the appearance of the path.
Speed
Type
: Float4
How fast the path should move from minimum to maximum along the gradient. A value of 1
will result in a complete path cycle every 20
seconds.
Length
Type
: Float4
How long the path should be, relative to the gradient. A value of 1
will result in a path that extends across the entire gradient.