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Trying to Recreate Unreal Rain Shader

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Trying to Recreate Unreal Rain Shader

Postby renardmf » Tue Sep 11, 2018 12:22 am

Hello,

I was writing about an issue I was having trying to recreate an Unreal shader in ASE following this tutorial:

https://deepspacebanana.github.io/deeps ... der-Part-1

Specially the Ripple Fade section:

Image

I am able to get the edge mask effect to work as expected but for some reason the ripple fade sections's timing doesn't seem to work the same as it does in Unreal where the rain drops fade away at the end of their animation.

Here is a version of the Amplify shader that contains this node setup:

Image

I have also attached the Amplify Shader file.

Thanks for your help!
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Re: Trying to Recreate Unreal Rain Shader

Postby Ricardo Teixeira » Tue Sep 11, 2018 12:17 pm

renardmf wrote:Hello,

I was writing about an issue I was having trying to recreate an Unreal shader in ASE following this tutorial:

https://deepspacebanana.github.io/deeps ... der-Part-1

Specially the Ripple Fade section:

Image

I am able to get the edge mask effect to work as expected but for some reason the ripple fade sections's timing doesn't seem to work the same as it does in Unreal where the rain drops fade away at the end of their animation.

Here is a version of the Amplify shader that contains this node setup:

Image

I have also attached the Amplify Shader file.

Thanks for your help!


We would be happy to help but please keep in mind that this forum is aimed mainly at technical support.

We'll need the shader function used in order to proceed, thanks!
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Re: Trying to Recreate Unreal Rain Shader

Postby renardmf » Wed Sep 12, 2018 6:55 pm

Thanks for the reply!

The shader file attached to the original post should contain all the nodes in question. I am not using a shader function currently to test this issue.
renardmf
 
Posts: 2
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Re: Trying to Recreate Unreal Rain Shader

Postby Ricardo Teixeira » Thu Sep 13, 2018 10:51 am

There's a missing "SF_Ripple" Shader Function.

Image

Be sure to also send us the textures and material, we need to replicate the same conditions.

Thanks!
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