Ambiera ForumDiscussions, Help and Support. |
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Hey Coppercube users if you already saw my water wave vertex shader and are intrested in more, i decidet to also share my "Breaking Apart" vertex shader, if you wanna see how it looks you can look into my itch.io page, this shader is mainly used to create a glass break effect but could also show a some sort of distortion effect: https://benedictbutnotpapst.itch.io/glass-breaking-vertex-effect-for-coppercube-671 |
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Quick correction i mean dissolve not distortion. |
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cool would be nice it would work on animated models also but i guess thats hard to make |
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Tobsick wrote: Hey Coppercube users if you already saw my water wave vertex shader and are intrested in more, i decidet to also share my "Breaking Apart" vertex shader, if you wanna see how it looks you can look into my itch.io page, this shader is mainly used to create a glass break effect but could also show a some sort of distortion effect: https://benedictbutnotpapst.itch.io/glass-breaking-vertex-effect-for-coppercube-671 Can you make material with roughness, metalness, emissive, reflectance? It also lacks bloom, these are things that are missing! |
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wrote: Tobsick wrote: Hey Coppercube users if you already saw my water wave vertex shader and are intrested in more, i decidet to also share my "Breaking Apart" vertex shader, if you wanna see how it looks you can look into my itch.io page, this shader is mainly used to create a glass break effect but could also show a some sort of distortion effect: https://benedictbutnotpapst.itch.io/glass-breaking-vertex-effect-for-coppercube-671 Can you make material with roughness, metalness, emissive, reflectance? It also lacks bloom, these are things that are missing! So first of all bloom is a post process in pixel shader which you can achieve for example reshade or the professional Coppercube edition where you have the ability to just turn on bloom, second of all creating reflective or metallness or emessive or roughness would require more code and i also tried several things including reflective if you wanna have a true mirror reflection is currently in my skills not achievable but if for example a sphere-map this could be possible, but still saying: "there are things that are missing" but its not even an behavior that is permanantly there or not supposed to be there permanent, its supposed to be a glass shattered vertex shader and its also coppercube which still uses d3d9 which is limited and expecting pbr-like material options is not a clever thaught. If you wanna have (fake) pbr materials use glitched velocitys fake pbr shader. |
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wrote: cool would be nice it would work on animated models also but i guess thats hard to make I didnt try animated meshes, but if it doesnt even work on an water-plane either (which i tried) i guess Coppercube doesnt support that, but you could work around it by using for example you have an animated mesh and if the animated mesh gets shot it should replace the mesh with the same model but as an solid mesh (or model) and that gets destroyed, i think thats for now the way, i hope this helped. |
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wrote: cool would be nice it would work on animated models also but i guess thats hard to make Hey, quick update i tried it with an .x so directx (JT), that worked. And fbx i dont use, but try it if you didnt already, i can say for .x files it should work. |
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