Hi,
Maybe Allminoxy could help me on this issue.
I am trying to replicate the Diablo 3 wings on Grim Dawn, but couldn’t find any shaders that could meet my needs.
Here is how it’s done :
The wings use a texture like the wave texture that is scrolling on X axis and a mask to hide the “line effects” on the border of mesh.
I couldn’t find any scrolling shader that use a mask (the base texture would be the mask and the scrolling texture the sine wave), can I create a new shader and with what tool ?
I also tried using “standardscrollvertexcolorstatic” after painting my wings with a vertex Paint modifier and using vertex alpha (the goal was using this alpha as the mask)
However by addind the ExportObject for Grim Dawn and trying to save, it crashes 3DS Max.
Here what it looks like in 3DS max :
Not sure if you found a solution to your problem yet, but I have a couple of things you could try. While we probably don’t have an exact shader to replicate the effect you’re looking for, I think you could probably get similar results with AdditiveScrollSkinned. Unfortunately, standardscrollvertexcolorstatic is for static objects only (no skeleton/bones). Using it with a skinned mesh will result in errors as you discovered. We can probably make a skinned version of that shader - I’d have to look into that. . .
That being said, AdditiveScrollSkinned could work if you make the wave texture as your color map (making everything that isn’t the wave shape black) and then adding your fade-out mask to the alpha channel (create asset as DTX5 in the AM). The additive shader, being additive, won’t render black in-game. In max, you’ll want to set the alpha scroll to x = 0, y = 0 and the Color scroll to something like x= 0, y = .2. You may get some weird ‘shadow’ effect when FX/particles overlap the wings, but at least it will probably work.
I’m not entirely clear what your ‘pattern’ texture is doing - looks like maybe adding some distortion effect? We do have another shader, DistortAdditiveColorScrollSkinned that might replicate a similar result. Unfortunately, it does not support blended alphas (DTX5) so you’ll get a hard line on your gradient alpha, which isn’t ideal.
Alright, next build will have a new shader StandardScrollVertexColorSkinned that should do what you were trying to do with the static version. You can have your wave as the main texture, the pattern as the alpha (DXT5) and the ‘mask’ as the painted vertex alpha in max as you described. Just make sure you check ‘Vertex Colors’ when you create the msh asset in the AM!
Thank you Allminoxy,
Actually I started working on something else for the wings, but I will try this shader later.
Thank you for your advice about AdditiveScrollSkinned I didn’t think that making the texture black would not render in game with an additive layer.That’s very interesting to know.