Hello! So, I’m making a vortex-like material in Unreal to use as a particle and I’m having some issues with the final result:
How can I get rid of these lines? I think the problem is in the texture I made for this, cause I can see some tones separation in the radial texture and Unreal smooth the hard edges in the texture.
Here’s the nodes:
Try setting your Screen Alignment under your REQUIRED tab in Cascade to “PSA Facing Camera Position”. This should work with meshes in addition to particle sprites
Dont set nomips. Never set no mips on anything other than very specific UI textures . Instead set the mipvaluemode on the texture sample to “derivative”, then take the UVs for your sprite before you rotate them and pass the derivitives into the sampler.
Sorry but, where can I read or study about these things? I don’t even know why you’re using DDX and DDY. Btw I suppose to use it in the 2Vector that modifies the UV Texture Sample or in the image with the distortion? Also got some errors here:
lol it’s kind of vague of my part showing this print
Hi guys. I wonder if someone has a good idea about preventing the very obvious center of polar-uv’s from appearing in the final result:
Here I add a radial gradient in combination with smoothstep but:
(a) this gives a center-area which is 1.0 and this means a gradient-map would not catch nice gradients to colorize the center. it would be only 1 constant color.