This time we will create a liquid material in a bottle. You can think of it divided into liquid surface and inside. Let's implement surface changes. Step 1. Material This is the material. Use the dot to judge the side face to maintain the normal of the side face. Add the Wave Height one more time so that the World Position Offset does not become smaller than 0. Step 2. Bottle Actor The bottle consists of two Skeletal Mesh Components. The internal Skeletal Mesh Component has a Scale less than 1. Glass material for BottleMesh : https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/HowTo/Refraction Step 3. Parameter We have to set 'Actor Up' vector parameter. Result These are the last implemented resources.
In this post, let's create a MatCap material. Please refer to the link below for a description of the MatCap material. https://www.youtube.com/watch?v=Yg5ULaS2jMk or http://wiki.unity3d.com/index.php/MatCap Step 1. Material This is the material. Step 2. Texture You should have textures similar to the following: Step 3. Result
How to Make Circular Progress Bar? Step 0. Circular bar is cool to look, but find angle(or percentage) per pixel in runtime is costly. Especially rounded tip(or rectangle) is worse. So, we need... - Texture that has angle per pixel from center. - The value must have sufficient resolution. 2 byte(1/65536) will be OK. - Must support various shapes. Step 1. Prepare angle lookup-texture and diffuse texture. Prepare angle lookup-texture and diffuse texture. These are that textures that I made. I'll let you know in another post how I made that textures with C#. Step 2. Import Textures. To keep original value, change lookup texture properties just like a screen shot below. Step 3. Material This is a material that work with the lookup textures. It is Unreal Engine 4 material but you can make it Unity version easily. In most cases, this is sufficient, the improved version will...
whats happening inside the timeline?
ReplyDelete