That's what i'm trying to do but I've got some artefacts due to the fact of using a mulitply with the noise and the time. I've posted a thread to explain : http://www.polycount.com/forum/showthread.php?t=92456 And here's my test : I've used your setup ( thank you so much btw for the tut ! ) and i plugged a multiply node…
Sonofabitch. How the crap did I miss the last page?! Thanks for the tutorial anyway @Phill, it has been amazingly helpful! With regards to using Vertex Colours instead of a Flow Map Texture, I take it that I would simply need to replace the TextureSample node with a VertexColor Node? In that case, I would be filling the…
thinking a method that does it right in maya or max is better anyways, since that way you can see your level geometry as you work. also would be interesting to generate these gradient right in udk, maybe using a sphere mask with the "World Position" node and a vector3 defining the world position of the distortion.
Edit: no don't plug it into the coordinate node.. Just multiply a time factor (representing how fast the flow is going) by the R and G channels of your flow map, then add that multiplied 2 vector to a texcoords node, then plug that into the uv's of your texture. and for what its worth I'm getting some really harsh…
@Phil - I think a lot of your material can be simplified if you multiply texture coordinates by your flow map before piping them into the panner node. It will change the way you paint your flow maps a bit, but should dramatically reduce the complexity of your material network. I'll throw up an example soon-ish.
Make sure your shader is scaling the raw values properly. Multiply your colors by 2 then subtract 1 will move them from 0-1 to -1 - +1. So painting with 127 (or 0.5) will be 0 offset. 0 will be -1 offset and 1 will be +1 (or subtract 1 and multiply by 2. A constant bias scale node is what you need. Bias of -1 scale of 2.)
@TheJamsh: This is the barebones setup for using a 'vector' flow map in UDK: (It would be a good idea to offset the texture coordinates of one texture samples at the end by 0.5 to get rid of "doubling") BONUS: here's how you utilize an RGBA flow map generated from my photoshop script (Using the same setup from the previous…
Thanks! :) What artifact are you referring to? For the number of nodes: The tutorial is exploded for comprehension rather than optimization. The last step addresses your point in simplification. The version of the shader in the tutorial comes out to being 45 instructions for the baseline, and 85 (edit: which is higher than…