Cool Effect! (or should i say hot?) . Thanks for the breakdown!
Wall of text? You call THAT a wall of text. Psh. Whatever.
Really though, this is super cool. Thank you for this!
Thanks for all the helpful info @jqarlsson. I have a question, if its a noob question, feel free to disregard. But why do you use NOrmal maps to distor your texture? And not like, just a regular black and white texture? Do the distortions come out cleaner? i just tried it last night, and they do look different, but I’m not really sure why, or how that makes it better if at all.
I’m happy to provide some inspiration @slowdive!
Glad you liked it DeepspaceBanana! Happy to be breaking things down
@Mez, it felt like I was throwing a wall of text out there! So I tried to even it out with some pretty images. Like a childrens book! I’m really happy you like it! I want to update a few things when I get the time
@pmiller - Well, since I’m not importing the texture as a normal map (selecting the option inside of unreal when importing textures) I shouldn’t really call it a normal map. It’s an RGB texture where I use the R and the G channel to make a 2 vector so I can use that to offset the U and V positions of the flame texture. I’m importing it as a vector displacement map in Unreal. The difference between vector displacement and normal map compression is pretty small though, in my case.
But like you said - it could be any grayscale texture made into a vector2. It could be two separate textures where you append both alpha channels to make a vector2 to distort the texture. Or any of the other channels for that matter.
If you import a texture with normal map compression it will automatically set the texture value range from -1 to 1 (as far as I’ve understood(?)) and if you use any other texture compression you will have to change that value range manually through the shader through a offset bias function if you want to be distortion the texture in both +U, -U and +V, -V
That’s some really nice work, man! Very pretty!
Thanks for that reply Jqarlsson , it wasnt making sense to me before, but thank you for clearing that up!
Very nicely done, Sir! Thank you for the detailed breakdowns and the clean material graphs.
I’m happy to help! Let me know if you have any other questions
Thank you @BrianKohrman and @aarontheuser! It was a super fun sketch to be a part of. I’m excited to hear what the next will be!