Testing Niagara attribute transfering and lerping values depending on target position
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That is creepy as hell, but really cool xD
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Used VAT (Vertex Animation Texture) to animate an eye base popping though the wall and to change vertex normals
Here’s how I made an eye blinking part:
Shader part:
Parameters change with curve, depending on player’s position:
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This looks very cool! I liked the use of a VAT texture for the blinking ;D
Can I ask how you managed to get the texture of the wall to match the particles? I thought that maybe you’d be sampling the BaseColor GBuffer, but I don’t see that on your setup ._.
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