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				Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 17:48 
				by ikam
				yop
a sample with the new Mod fx refract.
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:08 
				by Skinnytorus
				Congrats, man. Really cool.  
  
  
 A question: Why is diffuse mode + solid = blue rt texture?
 
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:17 
				by ikam
				because your opacity is more that 1, I could clamp this vlaue to 0..1 but over values can produce intersting effect like your example 

 
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:28 
				by Skinnytorus
				I see. Thanks. But how to make it work in diffuse mode without maxxing out the opacity value?
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:39 
				by ikam
				add a diffuse map, play with light backcolors or orientation (shadows on mesh are not diffused)
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:40 
				by nikitos75
				ikam, can you update wz4ce with working new operator for me?
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:47 
				by Skinnytorus
				I see. Thank a lot. Another brilliant update. MEGATRON POWERRRRRRRR! 

 
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:51 
				by ikam
				nikitos75 check your mp.
Skinnytorus yeaaaah :p it is really  near of the water fx technique, I will create a mod fx operator for waterplane reflection shader, like here for refract
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 18:59 
				by Skinnytorus
				Yep. Can't wait, man! 
 Just a side idea: basing on this technique another cool modFX can be created: ModDistortion. What do you think of that?
Edit: It's basically the same effect, but with Tex2d inputs.
 
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 19:23 
				by ikam
				problem is that fx require special uv coordinates to project correctly the background scene to the mesh. tex2d does not provide this projected uv, result is bad.
and It behave already a bit like a distortion no ? what should be the difference ?
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 20:05 
				by Skinnytorus
				Yes, it does. My idea is to create a uv-mapped distorted channel. Look at these example stacks.
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 20:10 
				by nikitos75
				Ikam, with in new wz4ce mirrorx work wrong, fix it, please!))
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 20:20 
				by ikam
				Ikam, with in new wz4ce mirrorx work wrong, fix it, please!))
activate InvertPosY in camera it should be ok.
 
			 
			
		
			
				Re: Refract : mod fx
				
Posted: 
Wednesday, 23.October 2013, 20:29 
				by nikitos75
				Thanks, Ikam!!!))