Hey! Amazing tutorial you have here! I have a practical question, could it be possible to add a falloff on the normal channel to simulate height difference between the layers? I remember seeing a post about it on the forums a while back but it seems to have been deleted. Thanks in advance!
I'd look into how to convert a normal into a height map basically, and then you could lerp based off of that. If you then wanted to combine it with the geometry based falloff then you'd just multiply the two.
Amazing!
Thanks for the tutorials man! I have already implemented two of your techniques in my project.
Absolutely! If there's anything you're ever interested in never hesitate to ask. :)
Hey! Amazing tutorial you have here!
I have a practical question, could it be possible to add a falloff on the normal channel to simulate height difference between the layers?
I remember seeing a post about it on the forums a while back but it seems to have been deleted.
Thanks in advance!
I'd look into how to convert a normal into a height map basically, and then you could lerp based off of that. If you then wanted to combine it with the geometry based falloff then you'd just multiply the two.
Cool, thank you
You're welcome! :)
Is there a way to make it effect a player? Like say if they're standing in the snow or if it's raining?
It's just a material, so if you make it a dynamic material instance then you can do it whatever you want from a blueprint. :)