I will try to work on a solution for the dynamically merging normals, I just have to understand the sobel thing first. Unfortunately I don't remember to the name of the anim tool for Unity but as I saw it is close to Matinee in Unreal, so it could work. About the realflow thing: I don't think that you could use that…
Hey, I just made an example for you for the windshield wiper+dynamic bubbles... Sorry for the poor video quality, but hopefully its visible. I added only 1 dynamic bubble yet, but the others would work the same. [ame=" https://www.youtube.com/watch?v=JAJ-pImnqKc"]https://www.youtube.com/watch?v=JAJ-pImnqKc[/ame] Also here…
Okay, I think it is better to skip posting of How to make car paint shader and go back straightly to the topic, so I'm gonna skip the details of the updated shader and only share the results with you. Then I should start adding the animated normal maps in it and send posts about its details here. So here is the results up…
Aaaa... I just understand your post :D now that's not only easy but I managed to solve the merging normals,too. Here is what I did, there is two separated normal maps for 2 wipers. these two will be used separately in Animator so that if one wiper got stuck or got damaged. the appropriate normal map won't get animated…
That would be the same thing as what I suggested on the previous page :P The animated thing, you would just control it with physics instead of hand setting the parameters in an animation.The material setup could be the same or almost the same and you could control the material parameters with C#. So I think it should be…
I just found a way to simulate it in Unity3D and also animate the maps, here is the result: I will explain how to recreate this effect as soon as possible. However this is not really prefect and yet windshield and the car body are still in queue. EDIT: Kryzon, your suggestion is very useful, I should think about this soon.…
Well... before I start doing anything, I simulated the particles in RealFlow because Obscura and Kryzon just clarified about the window shaders but the meta balls are still mysterious for me, And I thought I was in the best way to make those meta balls, I then imported the simulated meta ball particles into 3DS Max, but I…
The game engine I use is Unity3D. I'm using ShaderForge as my shader editor. At first I'm using a sphere then I'll use a 3D model of a car that I've made. Going through car paints, we will see there are 3 main types: Glossy, Metallic, Matte. Which you can use the metallic type for creating the 4th type of car paint which…
Thanks for your replies. Actually I got more energy to work on this by your positive comments. Once this shader finished,I'll optimize and clean it (it is really messy and not suitable to share right now). There are lots of features missing (like the haze effect and so on) and I should make 'em all. (-: :-)…
One car, the players car only when he is in CAM1,CAM2 or CAM3. CAM1 = Interior camera; CAM3 = An exterior camera that lets the player orbit it so that he can see the car. CAM2 = Rear view camera; CAM4 = Cinematic camera; other cameras and other cars only use the animated normal map (flip book normal map, still haven't made…