I need some help implementing refraction into my VFXs in UE4.
Been beating my head against this one for a while, since I’ve always attempted to add some amount of refraction to my other VFX but I never got it working properly and in this case, a black hole, it’s pretty much a requirement.
Reference would be the very soft refraction which occurs on league’s black holes:
How would I got about creating a very soft refraction like the examples above?
Is there a cheap way to fake refraction?
Or is there some other kind of trickery going on?
This could be a simple way for instance:
-the lerp controls the intensity of the refraction from 1 to 1.33
(I used a radial gradient but a black and white texture would work as well)
-and IIRC you need a normal map (because most likely you use camera facing particle)
BUT
Ingame I get weird results, most likely due to the camera angle and the normal map, any tips on a possible fix? (Tweaking the camera angle is a no-no due to the gameplay)
Well, Idk how your camera moves.
But I’m guessing you used the distortion material on a camera facing particle(s)?
If you move your camera this big particles might be clipping with you environment (if it’s too close)
One simple fix would be to push the black hole down, to avoid clipping.
You also can use it a up-facing mesh/particle (up as in world space) so it doesn’t rotate anymore.
Also small tip, when using distortion add a camera offset node to the particle emitter and play with the distance to the camera.