WaterStamp v2.0

  Рет қаралды 4,078

Dumpster Fire Productions

Dumpster Fire Productions

Күн бұрын

Пікірлер: 16
@dumpsterfireproductions
@dumpsterfireproductions 6 ай бұрын
Also you can totally use the translucency mapping function to make your own WaterStamp, we show how you can do this in this here tutorial: kzbin.info/www/bejne/g5OlmIyvjtegh8ksi=TKtNnUmyXQGuCzks
@iansmith3301
@iansmith3301 5 ай бұрын
Could you consider adding a large water splash / or water explosion as a stamp?
@JDAeroVR
@JDAeroVR 6 ай бұрын
Wow.... was looking for something to do an oil slick.... this looks like it will work for what I want.
@dumpsterfireproductions
@dumpsterfireproductions 6 ай бұрын
Sure! We have a tutorial on making your WaterStamp here: kzbin.info/www/bejne/g5OlmIyvjtegh8ksi=TKtNnUmyXQGuCzks
@I3ocicsokolade
@I3ocicsokolade 6 ай бұрын
jeeez i have to buy it...any upcoming sales maybe? :D
@marklavania3680
@marklavania3680 5 ай бұрын
Really interested in buy this one. But would like to confirm if Waterline PRO also has WaterStamp features or do we have buy both. Please reply ASAP. Thanks
@dumpsterfireproductions
@dumpsterfireproductions 5 ай бұрын
Hi! WaterlinePRO and WaterStamp are separate products.
@arturrosa3166
@arturrosa3166 4 ай бұрын
This is really great! What a great idea! Just one question: do the wind patches and sea floor textures also work with Unreal native water system? Thanks!
@dumpsterfireproductions
@dumpsterfireproductions 4 ай бұрын
Yup! Since this new update they do :D
@zbieraj
@zbieraj 6 ай бұрын
Amazing!
@jamesdu09
@jamesdu09 6 ай бұрын
So cool! But how to emit from niagara?like foam for ships。I tried, but it didn't work。 Thank you!
@dumpsterfireproductions
@dumpsterfireproductions 6 ай бұрын
Particle Support is Live! kzbin.info/www/bejne/opaXk5iKl56njqc
@jamesdu09
@jamesdu09 6 ай бұрын
@@dumpsterfireproductions NB!!!
@piker78
@piker78 6 ай бұрын
Евала!
@Nicholas-lf4wh
@Nicholas-lf4wh 6 ай бұрын
Are stamps using RVT?
@dumpsterfireproductions
@dumpsterfireproductions 6 ай бұрын
No - it's material function that maps the texture to the surface beneath it, like how decals are done, but this also does not rely on the D buffer hence some of the limitations we cover at the end.
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