So radians is undefined but even when I define it I get an oscillating scale effect.
So managed to get this working but one curious glitch however is that the in the viewport it appears the lighting is ‘baked’. When my geometry is rotating it appears as if the light is rotating with it. If I try and manually alter the rotation in the Transform this doesn't happen.
art3mis So managed to get this working but one curious glitch however is that the in the viewport it appears the lighting is ‘baked’. When my geometry is rotating it appears as if the light is rotating with it. If I try and manually alter the rotation in the Transform this doesn't happen.
That's because you specified a normal before that wrangle. You are modifying the position of the points, but not the normal. You can either recalculate the normals after the wrangle, or you switch to using the matrix method in the wrangle and modify P and N there. Like this:
// create matrixmatrix3m = ident();
// create parametersfloatspeed = ch('speed');
floatframe = @Frame;
vectorrotationaxis = chv("rotationaxis");
// rotate matrixfloatangle = radians(frame*speed);
rotate(m, angle, rotationaxis);
// rotate position and normal with matrix@P *= m;
@N *= m;
Manuel Köster - Senior Technical Artist @Remedy Entertainment