- Unreal Engine
Piggybacking on this question, since I'm trying to achieve the exact same result, how would you go around creating the emissive border around the noise? I'm kind of a ASE noob and I pretty much am on the stage of "plugging stuff around and see what happens" but I managed to kinda get it working like this:
I feel like there is a more proper way to do it than this, is that correct? Also, I'd like my fresnel color not to show up on the inner side of faces, is that even possible?
Thank you very much for such an awesome product!
AdultLink wrote:I did check the included dissolve shader, however the dissolve source is a texture and not noise, which seems to change the issue completely. Following a node structure similar to the emission on this shader doesn't do anything.
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