Hi!
I’m creating a glass screen for a CRT monitor, I need it for rendering a sequence. I’m trying to achieve some kind of light dispersion effect. I could easily make it in Blender to work in both EEVEE and Cycles, so it should be something achievable in Unreal. In Blender, I’ve simply mixed 3 different glass materials (one for each RGB Channel) and changed slightly the IOR for each material.
I tried some different approaches in UE but nothing close to the result I want so far. I wouldn’t necessarily need something physically or mathematically accurate or a whole caustic system, I have an emissive texture behind the glass, and I’d like for some of the light to get dispersed diffently on the GB channels depending on the distance, the angle and the IOR.
Any ideas?
how does it look if you render it without all the cgi fluff?
Put 3 scene texture samples in your material, offset the UVs used to sample each of them slightly differently based on the surface normal which can be retrieved with another scene texture sample. Take the R value of one, the G of the next and the B of the 3rd then append them back into a single RGB vector.