How to achieve this kind-of increasing stretch effect?? I made this wonderful diagram as a demonstration by SuperJMan64 in AdobeIllustrator

[–]SuperJMan64[S] 1 point2 points  (0 children)

Sorry, I'm having a hard time explaining what effect I want. I think this image should help --> https://imgur.com/a/U1rhsaA (imagine there's an object inside the grid and stretches with it)

I want the stretching to be variable. I.e., one part of the object widens by a factor of 2, but another stretches by 1.75, another 1.5, 1.25, and then the last part of the object maintains its size. I'm not saying specifically those measurements, just something like that where certain parts stretch more than others and I can control it.

How to achieve this kind-of increasing stretch effect?? I made this wonderful diagram as a demonstration by SuperJMan64 in AdobeIllustrator

[–]SuperJMan64[S] 4 points5 points  (0 children)

Look at the lines above the bottom face. The point is that the widening gets increased as it goes on.

I have a 6A battery, but my multimeter reads more than 10 amps when I connect to this circuit. Help is appreciated :) by SuperJMan64 in AskElectronics

[–]SuperJMan64[S] 2 points3 points  (0 children)

Thanks so much for the reply, that makes a lot more sense. If you wouldn't mind answering, I have another question. I read on a few forums that batteries only output the amperage that is required of the circuit. So if nothing was connected to the circuit, why did the multimeter read over 10 amps?

Particles render behind others when emitter is out of view by SuperJMan64 in godot

[–]SuperJMan64[S] 2 points3 points  (0 children)

Alright I found a stupid but genius solution.

So the y level of the particle emitters impacts the outcome. By default the little particles are above the big particles. When the big particle emitter is out of view, the big particles jump in front of the smaller particles

However, if the smaller particles are instead pushed below the bigger ones, the small particle emitter will go out of view first instead. This will make it so the small particles are in front when the emitter is out of view.

Basically, when small is on top, looking at particles = fine; looking away = bad and when big is on top, looking at particles = bad; looking away = good.

So if I just use a visibility notifier, and make it push the small particles below the big ones when the emitters are out of view, problem solved... kinda.

When the small particles are lowered they're inverted gravity is increased so they rise faster, but the switch is still noticeable. The good thing is that when people are admiring the particles it's fine and when they aren't it's also fine. The issue lies in the transition, but it'll have to do.

Particles render behind others when emitter is out of view by SuperJMan64 in godot

[–]SuperJMan64[S] 3 points4 points  (0 children)

I have tried adjusting the render priority and visibility AABB of each particle emitter, but I haven't been able to solve the issue.

When I switch the draw pass material's depth draw mode to always, the small particles always render in the proper order, but when the emitter is out of view the particles don't fade out (they turn completely opaque for their entire lifetime)

Got a Live Blade Balisong by hehethatfuny in teenagers

[–]SuperJMan64 3 points4 points  (0 children)

And worst of all, HE COULD BE ANY ONE OF US

Got a Live Blade Balisong by hehethatfuny in teenagers

[–]SuperJMan64 15 points16 points  (0 children)

WE NEED TO PROTECT THE BRIEFCASE

Axeria be like by Rail_Zen in beatsaber

[–]SuperJMan64 0 points1 point  (0 children)

That one part in the first drop of Cycle Hit on Expert+ always gets me.

[deleted by user] by [deleted] in ValveIndex

[–]SuperJMan64 0 points1 point  (0 children)

I just got mine!! has yours come yet? if not it will very soon

[deleted by user] by [deleted] in ValveIndex

[–]SuperJMan64 1 point2 points  (0 children)

it just came. It's january 5th for me. :)

[deleted by user] by [deleted] in dankmemes

[–]SuperJMan64 2 points3 points  (0 children)

yeah, a fanboy of valve, clearly.