0
Fixed

Refraction With Panner or Rotator and Particles

JamieC 10 years ago updated 10 years ago 6
Image 286

In the above picture I have a refraction shader applied to my particles. I also have the Panner panning the texture across the particle.

As you can see the problem is when I use the panner the particle basically ignores the alpha and doesn't  "cut out" the particle so that it's rounded.

Image 287

In this example I'm using the Rotator to rotate the texutre in the shader. As you can see this works to a degree in that it respects the alpha and does "cut out" the particle. The issue is as it rotates it then brings the alpha across the corner of the particle billboard. So in effect it seems to be repeating across the particle.

Is there anything that I can do to make either the Rotator or the Panner work in this situation?

This is my node setup for both. Currently the Rotator is being used.

Image 288

Answer

Answer
Fixed
Yeah, the panner pans the UVs and if it's set to clamp instead of wrap, it doesn't tile anymore.

You might be able to manually clamp it in the shader, while keeping the shader set to wrap, although this requires some math on your end. Ask in the forums if you get stuck on it!
Under review
Try setting the texture to clamp instead of wrap
Where is this set? I checked the shader settings and node, but couldn't find any options for wrap or clamp.


It's set in the texture itself, not in Shader Forge
Cool man thanks that worked!

Strange thing though, when set to clamp the panner seems to just make the texture disappear.
Answer
Fixed
Yeah, the panner pans the UVs and if it's set to clamp instead of wrap, it doesn't tile anymore.

You might be able to manually clamp it in the shader, while keeping the shader set to wrap, although this requires some math on your end. Ask in the forums if you get stuck on it!
Ok yeah that makes sense. Thanks for your help!