The gerstner waves shader makes me think of using it as a mask for volumetric clouds convection. Using the peak falloffs for width and the peek intersection points of the wave for convective height
Hey mate, not ontopic, but about splines. Since I saw that you have done some work with splines a couple years ago. If I make a spline wall with a static mesh (wall) it works fine, creating a wall along the spline, I can curve etc. But when making a 90 degree corner, the outer corner material dissapears from the mesh, being able to look trought the wall from the side. Also the inner corner does not connect properly, being able to trhough the corner. I don't want to use pillars, I just want straight walls and crisp corners. Any idea on how to achieve that? In UE offcourse, but that should not have to matter, since a fix should work within any engine.
I can not express just how happy I am to see this on my feed. Welcome back! :)
Your videos are gold
The gerstner waves shader makes me think of using it as a mask for volumetric clouds convection. Using the peak falloffs for width and the peek intersection points of the wave for convective height
thats a cool idea.
the king is back
you're too kind :)
it's hard and that's why it's cool
Thx Dokipen!
Hey mate, not ontopic, but about splines.
Since I saw that you have done some work with splines a couple years ago.
If I make a spline wall with a static mesh (wall) it works fine, creating a wall along the spline, I can curve etc.
But when making a 90 degree corner, the outer corner material dissapears from the mesh, being able to look trought the wall from the side.
Also the inner corner does not connect properly, being able to trhough the corner.
I don't want to use pillars, I just want straight walls and crisp corners.
Any idea on how to achieve that?
In UE offcourse, but that should not have to matter, since a fix should work within any engine.