Animated lit material

Hey guys, I was wondering, is there a vmt parameter/shader that can animate a light/illumination on a material to dim and brighten at a certain rate.
The closest I got to finding something of the sort (which has lack information) is: http://https://developer.valvesoftware.com/wiki/$emissiveblend

I also found this material generation proxy things here :https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies
which contains a sine wave proxy that I’m guessing I can possibly use with $selfillum <bool> to make that illumination change values over time but I don’t know if a boolean value can be animated with a proxy, as it is either set to 1 or 0.

I plan on making the lines on my character’s head glow on and off :

http://picpaste.com/pics/Alien_illumination-fslK2TMK.1380748746.png

Appreciate any suggestions on how this may be done, or something to give me atleast a similar effect.

could it be ?
// Scale self illum effect strength
“$selfillummaskscale” “0”

Here’s the code I used for a pulsing deadmau5 hat.



    "$selfillum" "1"
    "Proxies"
    {
        "Sine"
        {
            "resultVar" "$selfIllumTint"
            "sinemin" 0.10
            "sinemax" 1.00
            "sineperiod" 1.00
        }
    }


It’s basically the same code that ERROR.mdl uses. Once you remember that big pulsing error model, you’ll probably know exactly how this works. Sinemin controls how dark the pulse gets while sinemax controls the brightest it can be. Sineperiod tells the material how long the pulse effect is.

Damn thats really smart referring to the error model. I thought about the tint, but I thought it would only change the color and not light/ darken it up.
appreciate it!

[editline]3rd October 2013[/editline]

would this by any chance be able to illuminate surrounding objects (in source filmmaker) or should I settle for adding those lights in manually?

Unfortunately, models and materials can’t actually emit light onto another surface. Even in models that have lights casting on itself, it’s usually either hand-painted or baked on.

Here’s an example with Miku;

3D Model

Albedo

Depending on what you’re doing (such as if the objects are separate entities completely), you’d need to add a dynamic light separately.

Thats cool, this has been very helpful. I’m sorry to bother you , but I have one last question.
Someone told me to use $detailblendfactor if there is detail.
Is that something you might know about?

That’s basically just an alpha value for the $detail overlay. In other words, a value of 1 displays the full texture while 0 does not, and while 0.5 would display it at 50% opacity.