Hey,
I am creating a procedural river, which shape depends on a spline. This works great, but i have an issue with the material. In order to get the flow direction to the material, I use the spline direction at distance function in c++ and feed the information to my vertex colors with this code down here.
ForwardVector = spline->GetDirectionAtDistanceAlongSpline(SplinePointDistance[i] + (y*Ynumb), ESplineCoordinateSpace::World); uint8 XVertexColor = (ForwardVector.X*127.5) + 127.5; uint8 YVertexColor = (ForwardVector.Y*127.5) + 127.5; //some lines below ColorsVertex.Add(FColor(XVertexColor,YVertexColor, 0));
My Material looks like following:
The Problem is that the river material gets difformed more and more after pressing start.
So when somebody has an idea to fix this problem, please write it down. In Addition i use shared vertices, and between two spline points is always a mesh section. I already made it work, when I use the same direction for each vertex per meshsection. (looks not so nice)