Testing Niagara attribute transfering and lerping values relying on course place
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That’s creepy as hell, however actually cool xD
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Used VAT (Vertex Animation Texture) to animate an eye fixed base popping although the wall and to alter vertex normals
Right here’s how I made an eye fixed blinking half:
Shader half:
Parameters change with curve, relying on participant’s place:
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This appears very cool! I appreciated using a VAT texture for the blinking ;D
Can I ask the way you managed to get the feel of the wall to match the particles? I believed that possibly you’d be sampling the BaseColor GBuffer, however I don’t see that in your setup ._.