How can I create a running water shader for a real time game ready fountain asset?
Now that sounds expensive (in draw time) now you'd want to fake it as much as possible. If I where you, my first thing would be to understand this https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/rDHxxk0y2D4/
Alembic - in layman terms - baked simulation.
Now shader/Material - well that's a tough one , as i'm only an aspiring technical artist, I would also look at some of the water materials from the learn tab in the Epic games Launcher. here is a possible starting point: https://www.youtube.com/watch?v=5FRH1oJHOvA and If I recall this simulation vid also talked about fuilds https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/CWzPP5FAYAg/
answered Feb 28 '18 at 06:15 PM
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