Torbach
November 29, 2016, 7:14am
#1
https://youtu.be/YxrF4R_p4GM?t=14m26s (@14m26s )
we can see an atlas with a particular RGB image; it would seem scrolling green is used to distort one of the wisps trails
while the blue & red lerp
degree of the distortion (none at the base, and more at the end)
add a seamless noise texture for broken clouds on the end
and all this to create a single overdraw trail of smoke
however…
it seemed simple visually, but i’m blocked with the math; I tried something ostensibly like …
U.offset = (Green * 2) - 1
(in a simple shader forge network)
what I visually imagined working just isn’t right. Can anyone send me down a smarter path?
2 Likes
Doggett
November 29, 2016, 9:53am
#2
Try this first,
Green channel scrolling up.
And offset the U and V of the “Green” texture’s UVs with a scrolling Cloud.
Example distortion (ignoring the panning/masking):
greenTexUV+(CloudTex.xy*0.1-0.05)
I don’t see the use of the R/B channel you mention.
You could mask the intensity algorithmically using the mesh V co-ords.
1 Like
Torbach
November 29, 2016, 3:34pm
#3
!brilliant that gives me some ideas and raises some points on the visual
the smoke base moves like the pseudo-sine wave
accounts for texture on the smoke trail having motion
red can process as alpha (or vertex color which will also be used to tint)
but the video shows seamless texture cloud (no distortion) scrolling on the top half only, with falloff…
i’m imagining; Color += cloudTex * blue
just want to say thanks for sharing the video !!! great piece of information!!! sorry I cant help much ^^