Flowmap Panner Node
Description
This node creates a flow effect for a source texture based on a flow map. Using this node, water or lava flowing in different directons can be created. The flow map can be drawn in UNIGINE Editor: the direction of flowing is set by the brush.
When simulating a fast-flowing liquid (for example, a mountain stream), flickering may occur. In such case, it is recommended to use the Color Contrast Preserving (or Normal Contrast Preserving) outputs.
The workflow is the following:
- Using the flowmap texture, offset for UV coordinates is applied twice with a time shift.
- Using 2 different UVs from the previous stage, source texture sampling is pefromed. In the result, 2 textures distorted over time according to the flowmap are created.
- The created textures are blended (linear interpolation) using the time coefficient to make even and continuous distortion.
Ports
Name | Description | |
---|---|---|
Source Texture | Texture for which the flow effect will be created (albedo, normal, heightmap and so on). | |
FlowMap Texture (0-1) | Flowmap texture that stores values in range [0;1]. Note that:
| |
Source UV | UV channel for the source texture. | |
Source Tiling | Source texture tiling. | |
FlowMap UV | UV channel for the flowmap texture. | |
FlowMap Tiling | Flowmap texture tiling | |
Phase 2 UV Offset | Offset of the final UV coordinates for the second texture. Using this value you can reduce repeatability of the pattern (if any). The default value is (0.5, 0.5). | |
Speed | Panner speed. | |
Strength | Intesity of texture distortion. | |
Normal Intensity | Intensity of normals (if a normal texture is passed as a source texture to the subgraph). Texture sampling is performed in the subgraph, however, the normal intensity is set up in the Sample Texture node, so it is specified separately. | |
Mip (For Contrast Preserving) | Value that is applied if the Color Contrast Preserving or Normal Contrast Preserving (Tangent Space) subgraph output is used. The default value is 6. | |
Color | Color data of the texture resulting from blending textures. | |
Color Contrast Preserving | Color data of the texture resulting from blending textures using Lerp Contrast Preserving (this approach uses 4 samples instead of 2). | |
Normal (Tangent Space) | Normals of the texture resulting from blending normal textures. | |
Normal Contrast Preserving (Tangent Space) | Normals of the texture resulting from blending normal textures using Lerp Contrast Preserving (this approach uses 4 samples instead of 2). | |
Phase 1 UV | UV for the first texture distorted according to the flowmap texture. This output value is required for manual texture sampling (not by means of the subgraph) and must be used with the Phase 2 UV and Blend Coefficient outputs. | |
Phase 2 UV | UV for the second texture distorted according to the flowmap texture. This output value is required for manual texture sampling (not by means of the subgraph) and must be used with the Phase 1 UV and Blend Coefficient outputs. | |
Blend Coefficient | Time coefficient for blending textures. This output value is required for manual texture sampling (not by means of the subgraph) and must be used with the Phase 1 UV and Phase 2 UV outputs. |
Last update:
2022-10-10
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