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 I’m 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 I’m 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
-bClipBSP=True
-bGradient=True
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.
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
-bClipBSP=True
-bGradient=True
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.
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