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Flowmap Panner Simple Node
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.
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.
|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).|
|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.|
|Color||Color data of the texture resulting from blending textures.|
|Normal (Tangent Space)||Normals of the texture resulting from blending normal textures.|