Refraction UV Problems
Posted: Thu Nov 02, 2017 5:13 pm
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, when I plug the same map into the albedo channel, it displays as intended.
I went back to one of my previous shaders and I noticed that one was no longer working either. After having a look at the text code, I noticed that when the shader uses a texture for the refraction slot, it creates a new texcoord. However it doesn't initialize it. In this example, you can see the albedo using texcoord_0 and refraction using the uninitialized texcoord_1.
Is this a bug or am I missing something? Sorry if this has been confusing, Im having difficulty explaining the problem.
Cheers,
Ben
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, when I plug the same map into the albedo channel, it displays as intended.
I went back to one of my previous shaders and I noticed that one was no longer working either. After having a look at the text code, I noticed that when the shader uses a texture for the refraction slot, it creates a new texcoord. However it doesn't initialize it. In this example, you can see the albedo using texcoord_0 and refraction using the uninitialized texcoord_1.
Is this a bug or am I missing something? Sorry if this has been confusing, Im having difficulty explaining the problem.
Cheers,
Ben