So, I am making a blood splash flipbook particle and I figured, hey, why not add the option of making the blood water instead? Thought all you needed was base color, opacity, refraction, and maybe a normal, based on what I saw in the example content effects cave. However, strange things happened when I plugged in refraction. Cant really describe what its doing, so I’ll just show ya. https://youtu.be/xmx_l0oga1A Anyone able to tell me what is going wrong/how to fix it?
You need a Mask for the refraction.
tried multiplying the refraction by the alpha of the particles. same wierd result.
make a LERP, Put as alpha the mask, Try a oneMinus node to the alpha of it before plugin to lerp and see how it works as an experiment (Will help you understand what it does).
As far as i can see it refracts the background. You got a way too powerful emissive though.
Default value for refraction is one and not zero.
Also 1.33 is way too much for refraction. I wouldn’t go beyond 1.1.
1.33 is pretty high.
Also, Surface Normals also help towards refraction. Push them too far and this will happen.