![]() ![]() Once we have the inner volume and the above effects, we blend them together. Finally, use Lerp to control the mixing ratio of reflection and transparency to achieve transparency control. We also use our Cube Texture (that is, the newly created Cube Render Target) and then use the Reflect Vector to connect it to the UV. We will talk about how to remove it at the end. If the camera is used to capture the Cubemap, it will also capture itself. It looks okay, but because it is a Cubemap, it must not be completely matched, so it is only suitable for objects with high refraction. The rotation angle is 270 degrees on my side (In the material editor, it is calculated in radians, so divide by 360 to convert to degrees). After the rotation, add the Camera Vector (Because it is rotated on the basis of Camera Vector), finally Normalize (UV space is 0-1), then invert the Z axis and connect it to the UV of the Cube Texture. The rotation axis is 0, 0, 1 (z axis), and the position is the Camera Vector. It looks almost the same, doesn’t it? But the angle is not very right, so we have to rotate the Cubemap. ![]() Let’s first reverse the b-axis of the Camera Vector to see the effect: Create a new BP Actor, create a new camera, then create a Cube Render Target, and insert the Cube Texture into the camera’s socket.īack to the material, we first put the Cube map (that is, the newly created Cube Render Target) into the material editor, then connect the UV port to the Camera Vector, and finally output it to self-illumination. If it is static, we can directly make the scene into a Cubemap and paste it. If it is a real-time Cubemap, we need to use a Scene Capture Cube to capture it. The most important part of this article is coming because the matte Mask mode is used, so the method we take for translucent simulation is to paste a Cubemap on the object. The effect after Applying Raymarch Perlin Noiseįor the internal volume node graph, please refer to the article, and replace the texture with Perlin Noise. Although the performance will consume more, the effect is the same. If you have no knowledge base in understanding the code, you can use Parallax Occlusion Mapping to implement it. The internal volume production is the same as my article “How to use raymarch to implement patch water (sampling texture) in UE4” to simulate water bodies with texture sampling, so I won’t go into details here. The main process can be divided into the following parts: Internal volumes, surface reflections, translucency simulations, refractions, semi-transparent shadows, and some color changes. The entire Shader uses the Shading Model of the unlit Mask. I just used some simple methods to simulate, and I will show you some production processes as follows. Ice cube is an indispensable thing in everyone’s life, but it is difficult to restore the texture and physical properties of ice cubes in the engine. ![]()
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