This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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.

Notice
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:

  1. Using the flowmap texture, offset for UV coordinates is applied twice with a time shift.
  2. 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.
  3. The created textures are blended (linear interpolation) using the time coefficient to make even and continuous distortion.

Ports

Name Description
Source TextureTexture 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:
  • It is recommended to use a 16-bit format. However, a 8-bit format can be used as well: simply choose the Normal preset when importing the texture.
  • Only the R and G texture channels are used as they store coordinates of the direction vector.
  • Mipmaps SRGB correction must be disabled on texture importing.

Source UVUV channel for the source texture.
Source TilingSource texture tiling.
FlowMap UVUV channel for the flowmap texture.
FlowMap TilingFlowmap texture tiling
Phase 2 UV OffsetOffset 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).
SpeedPanner speed.
StrengthIntesity of texture distortion.
Normal IntensityIntensity 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.
ColorColor data of the texture resulting from blending textures.
Color Contrast PreservingColor 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 UVUV 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 UVUV 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 CoefficientTime 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: 2024-08-16
Build: ()