View Full Version : Applying an animated water shimmer to a projector that fades out over distance on the

4th May 2004, 02:37 AM
A lot of these levels use projectors to create water shadows on the walls in places where indoor pools are. This looks great with the new materials however Iím having a problem with the texture displaying full straingth accross the face of a surface rather then fading out over distance like a real water shimmer would. Basically Iím trying to create a roll-off where the shader texture fades out on the edges of the projectore's FOV. I'm hoping that maybe some how this could be set using an Alpha texture: Has anyone found a way to apply an Alpha texture to either a shader or combiner to make this work?

Keep in mind that this water shadow or shimmer if you will is animated.

So far it seems the best thing you can do to get a real looking water shimmer on walls is to use
And lower the (MaxTraceDistence) which is basically what fades the texture out by pulling the projector actor further away from the walls. So there for this roll-off is not diminished down the hall like is really should.

5th May 2004, 01:13 AM
Hey Starstreams!!

You found the runtime forum, good! Great to see you again.

As I mentioned on the phone, I don't have an answer for you but I'm sure someone here will.

Give him a hand guys. Mike/Starstreams is a super great guy!


6th May 2004, 07:11 PM
Hay Thanks Spooge!
Itís good to see a mature group of developers still out there, I know that sounds rude coming from me but you know where Iím coming from. :D

Thereís a few things Iím gong to try still, if I do find a way to make this work you can be sure Iíll let everyone know..lol

By the way, I kind of wonder if itís possible for Epic to some how put the old light effects into the new editor as the Boolean fields are still there? Or is it just a matter of not being possible due to the characteristics of the new engine?

8th May 2004, 11:45 AM
By the way, in addition to removing the effects properties, there use to be a setting called bFade in the projector properties. This was in UT2003 by the way, but it seems with 2004 they even removed that. Why?
Anyway, what it did was it faded the texture edges starting from the out side in. Has this been moved because I canít seem to find it? or maybe its gone now?