Hey, I'm trying to figure out how I would create a looping rain ripple animated texture. Anyone have an idea how I could create such a texture? Here is an example of what I need, I need them at a constant rate, but this movie helps understand what I'm talking about. [ame="…
You could use pure math to do this. A dot product with a sine multiplied by time might do it. Repeat and multiply this over the surface a few times as distortion and you're done. To make animated maps in max or Maya you can just use a few toruses with an animated radius and render that to frames.
Thanks Mark! While this effect does look more realistic than ripples, my game has a stylized cartoon look to it so I want the expanding circles specifically. I ended up creating an animation in max and then using premiere to put it all together as a seamless texture. After all that effort though I realized that it'll…
theres three things to consider. 1 - how you are going to approach making each ripple, there are several ways to do this - makes a ripple heightmap gradient, then animate the uvs of a cone so this travels through the poly ring from centre to outside - use a modifier in max or maya to create a geometry ripple - use a…
Blur Studios made a procedural texture for 3ds Max that does this. And it loops, IIRC. http://maxplugins.de/max2012.php?search=animated%20rain&sort=Author We used this for looping rain drips for the Bladerunner game. You can see it in action here... http://ericchadwick.com/img/bladerunner.html
I'm back to attempting to solve the same problem here and have been playing around with multiple different options including generating the ripples with pure math. Getting a single ripple is easy but how do you adjust it to tile? The tutorial that Mark linked to above had a method that no longer works in UE 4.18. Also as I…
I tried to do this for my Brawl entry. I sorta concluded that I'd either have to generate a proper tiling, animated texture like Eric is suggesting, or do it with overlaying particles. You can't have a single ripple texture and randomly have that appear on a surface with a shader. For the particle system: -Get a particle…
Thanks for the tips. I'm looking into doing the ripples as a flipbook animation and incorporating it into my master shader in UDK, this way I'm hoping the ripples will stay on the cheap side to render in real time.
Ok so I'm quite happy with the effect I came up with. I may have gone a little overboard with the number of separate ripples in the flipbook sheet (16, 128x128 ripples on a 512x512 sheet at 60 frames of animation means a flipbook texture at 3072 x 5120) but I figured 4 individual ripples on a 256x256 sheet wouldn't be…