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"Pulsating" emissive glow?

Hi y'all! I've been playing around with emissive glow on my textures and materials, and have now gotten a nice neon looking glow. Now I want to make it so that that glow "pulsates", from a dimmer, darker shade of blue and back to the neon turqoise glow. I've been playing around with Time/Sine/Cosine/Append nodes, partially following this tutorial. But since I'm using textures I've made earlier, and have gone about my emissive glow according to the docs page, I'm not really getting to the results I want to. So, currently, I've succeeded with getting the material to pulsate from green to blue, and black to blue. But I haven't been able to get in to just dim down and pulsate the shade of my emissive glow... Does anyone have any tips on maybe which numbers to use in the maths or if I should go about it a different way? I don't want it to go from black to turqoise, since I'm planning on having the emissive glows as my only light sources, having them go all black completely blacks out the entire level (ofcourse).

So, in short, what I want to accomplish is for the emissive glow to go from its neon turqoise color, to a much darker, dimmer blue. Any help appreciated!

Product Version: UE 4.10
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asked May 10 '16 at 04:36 PM in Blueprint Scripting

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How about this:

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You can assign greater than 1 values to color channels so you can play around which values give you the desired bloom.

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answered May 10 '16 at 05:02 PM

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avatar image Luos May 10 '16 at 05:08 PM

Just a small addition to Zoltan's comment. You can multiply the color with a high value to increase the emissiveness. So your blue can be multiplied with a lower value (i.e. 2) and the white multiplied with i.e. 20)

avatar image norabrora May 10 '16 at 05:32 PM

Thanks guys! Will try it out when I get home from work!

avatar image norabrora May 11 '16 at 02:39 PM

This worked out perfectly! Thank you both so much!

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