Search found 12 matches
- Fri Nov 03, 2017 10:00 am
- Forum: Amplify Shader Editor
- Topic: Refraction UV Problems
- Replies: 6
- Views: 3131
Re: Refraction UV Problems
Ah cool, I'll stick it in a zipped folder then.
- Thu Nov 02, 2017 6:18 pm
- Forum: Amplify Shader Editor
- Topic: Refraction UV Problems
- Replies: 6
- Views: 3131
Re: Refraction UV Problems
Sure thing, what's the easiest way to upload a file to the forum?
Apparently the 'upload attachment' function doesn't allow shader files to be uploaded.
Apparently the 'upload attachment' function doesn't allow shader files to be uploaded.
- Thu Nov 02, 2017 5:13 pm
- Forum: Amplify Shader Editor
- Topic: Refraction UV Problems
- Replies: 6
- Views: 3131
Refraction UV Problems
Hi,
I'm currently attempting to create a shader with a panning texture map driving the refraction node for a ripple effect. I have made on of these style shaders before with amplify, but I needed a different one. For some reason, the refraction isn't following what the texture is doing. However ...
I'm currently attempting to create a shader with a panning texture map driving the refraction node for a ripple effect. I have made on of these style shaders before with amplify, but I needed a different one. For some reason, the refraction isn't following what the texture is doing. However ...
- Thu Aug 10, 2017 4:24 pm
- Forum: Amplify Shader Editor
- Topic: UV Channels in Texture Sampler
- Replies: 5
- Views: 6160
Re: UV Channels in Texture Sampler
Ah, it was the UVCoordinate node that was resetting the UV set to 1!
It works perfectly now, thanks very much for the help!
It works perfectly now, thanks very much for the help!
- Thu Aug 10, 2017 9:29 am
- Forum: Amplify Shader Editor
- Topic: UV Channels in Texture Sampler
- Replies: 5
- Views: 6160
Re: UV Channels in Texture Sampler
Thanks for the quick response!
http://i.imgur.com/qmZD0U8.jpg
Here is the setup of a simple test shader. I've unwrapped the second UV set so that the panning white gradient passes through each of the faces separately. Currently, no matter what I set the UV set option to, it still uses UV ...
http://i.imgur.com/qmZD0U8.jpg
Here is the setup of a simple test shader. I've unwrapped the second UV set so that the panning white gradient passes through each of the faces separately. Currently, no matter what I set the UV set option to, it still uses UV ...
- Wed Aug 09, 2017 3:21 pm
- Forum: Amplify Shader Editor
- Topic: UV Channels in Texture Sampler
- Replies: 5
- Views: 6160
UV Channels in Texture Sampler
Hi,
I'm currently trying to change which uv channel a particular texture sample is using (Channel 2). I'm currently choosing '2' from the drop down list titled 'UV Set' in the texture sampler parameters. However, it still seems to be using channel 1. Currently, I'm just doing a super-simple test ...
I'm currently trying to change which uv channel a particular texture sample is using (Channel 2). I'm currently choosing '2' from the drop down list titled 'UV Set' in the texture sampler parameters. However, it still seems to be using channel 1. Currently, I'm just doing a super-simple test ...
- Wed Nov 30, 2016 4:13 pm
- Forum: General Discussion
- Topic: Fresnel Errors
- Replies: 5
- Views: 4523
Re: Fresnel Errors
Excellent, those fixes seem to work perfectly.
Thanks a lot for your help!
Thanks a lot for your help!
- Wed Nov 30, 2016 3:32 pm
- Forum: General Discussion
- Topic: Organising Properties in Shader Editor
- Replies: 5
- Views: 7792
Re: Organising Properties in Shader Editor
Perfect, that's fixed that problem.
Thanks a lot
Thanks a lot
- Wed Nov 30, 2016 3:07 pm
- Forum: General Discussion
- Topic: Fresnel Errors
- Replies: 5
- Views: 4523
Re: Fresnel Errors
Thanks for the update,
I've installed the new version of Amplify Shader, but I'm still getting the same problem with the Fresnel.
I've installed the new version of Amplify Shader, but I'm still getting the same problem with the Fresnel.
- Wed Nov 30, 2016 2:17 pm
- Forum: General Discussion
- Topic: Fresnel Errors
- Replies: 5
- Views: 4523
Fresnel Errors
I've found that using the Fresnel node in a shader that also uses a Texture2D input creates an error that there are too many texture interpolators used for the forwardbase pass. The Fresnel seems to work without a 2D texture node in the graph, and vice versa; it's only when they are used together ...