Always snap to grid
Legacy:Part 02 DM-Siesmic Canyon UTMaterials
After importing both textures with the default settings, I made a new material, this material would be for the water surface, the Tile #01 show the right hand half of the structure I used to make my material, and is explained here.
The four panners on the far right cause the texture samples to move, I have used some values that are aound 0.025 on one axis, and 0.125 on the other, making sure to place negatives to ensure they are all travelling in different directions.
The problem with this is that every so often the textures align exactly, and make a horrid hicup in the other wise nice effect, so you might want to add a little number like 015 at the end of the value you have put in just to offset the animation to make sure the chances of these alignments (which look real bad) are radically reduced.
The exact values I used are in this table
Table of Pan values for water material[edit] |
||
X Value | Y Value | |
0.025189 | 0.0125188 | |
-0.0125186 | 0.025187 | |
0.0125185 | -0.0125184 | |
-0.025183 | -0.0125182 |
I then multiplied all of these moving textures with a constant3, which can also be used as a color value, I made the color a light yellow to give the ruff surf a sulphury look.
Moving over a bit more, I then multiplied all these textures with one another using 3 multiplies.
The Power and Multiply you see at the top, control the contrast and brightness of the water, these were placed there because I thoguht the final texture was far too dark.
Dragging the final line across from the last multiply box, I connected it too emissive.
To finish this texture I set the material (Done by clicking the material preview box, which you just connected the multiply to) to BLEND_Additive, MLM_Unlit, and bUsedWithFogVolumes.
Now I click the tick at the top to apply, close the editor, and make a new material, which will be the fog in the water, while not absolutely nesecary, I think it really adds a level to the otherwise ordinary looking surface.
The Texture CoOrdinate is what allows us to tweak the size of the fog swirls, if we want small tight puffs of fog, we increase this, or large and grainy fog, we decrease it.
Values should always be of a power of 2, otherwise you cna screw up the tileing, I chose a value of 2 for both axis, but other valid sizes are 4, 1, 0.5, 0.25, 0.125 (0.25 and 0.125 result in really big clouds of fog in the pool, in the end I prefered the tight nuggets of mist)
The panners are there to move the fog around, notice there are only 3, one for each channel of our alpha map, red, green, and blue.
I used the following values, but others are just as good, so long as they all head in oposite directions.
Table of Pan values for fog material[edit] |
||
X Value | Y Value | |
0.250001 | 0.0000002 | |
-0.125003 | 0.125004 | |
-0.125005 | -0.125006 |
The panners re fed into the UVs of the texturesamples, and allow them to move.
Taking the red channel of the first texture (from the little red square on the left) I multiply it by a color, I do the same for the green channel, but with a slightly different hue of color, same brightness and saturation though, also repeating this process for the blue.
You will see that these values are then added together, and multipled by a 1/3, this averages the colors to find something inbetween.
The final add is the allow one to just gently increase the brightness, the power after it is for an increase in contrast, the add itself is disabled (adding 0 to the total won't do much) and should probably be removed before making a publish from this material, it was left in for future tweaking, if the needed.
The exponent of 2.4 being fed into the power function provides a great increase in the contrast.
Tile #05 Shows the final block of this material.
DestDepth is multiplied by a 0.05, I did not know this value without a lot of mucking around getting it too look nice, it is then fed into the DepthBiasedAlpha, which has the value of 512.0 in its BiasScale.
Finally I set the texture too BLEND_Additive, MLM_Unlit, and TwoSided, connecting the DepthBiasedAlpha to the Opacity, and then finally the from the Power (above) to the emmisive.
I click the left hand most tick at the top, and close the material editor.
The materials are done, time to move onto having a quick look in game.