Following this tutorial - https://www.youtube.com/watch?v=yNOF7a-qXX4
I transposed this same water drip method into an animated decal.
Exporting maps from substance designer to bring into the unreal material editor.
Furthermore, I duplicated a dirt decal I already had in the scene, but changed the colour and roughness values to be reflective, along with inputting a Fresnel function to add to the reflectivity.
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Select pillar with water effect |
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Emissive for static lighting |
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Light with flickering attached to sine to give water damaged effect |
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Deferred decal with additional panner nodes for movement |
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