Shader Laboratory
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Shader Laboratory
a channel about shaders in telegram

ID : @smkgames

MyStack : goo.gl/smMuqe 😎👌
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And this simualtion is made tileable like you do it with textures in photoshop. Basically I offset the same sim two times (one time upward and one tie downward):
And then cut out the piece in the middle. This piece is now tile-able. You can stick it on top of eachother without a seem or hole:
Now I stack 3 of those middle-meshes on top of eachother and save it out as FBX and move it along a spline (there are some weird stretching artifacts near the floor…anyway, it’s just a first test) 😃
In case you’ve knowledge about moving geo along splines in unreal, feel free to share tipps or links to good resources. I didn’t do any research about it yet but I’m sure it’s possible somehow. crossing fingers
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https://www.artstation.com/artwork/BmN5G6

Two liquid meshes are moving along a spline. Both meshes are 5x behind eachother on the spline and rotate around the spline to add some variation. Sadly motion blur doesn't work as the meshes are not "really" moving.
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The pool is animated via vertex-shader and re-normalized. I've also added some fake-SSS (as emissive color) because the SSS-material itself wasn't enough (see video further down).
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I used Houdini for the simulation and generation of a liquid mesh. This mesh is copied and cut to get a tileable mesh (similar to making a texture tilable in Photoshop).