I saw the “Realistic Water Shader” with buoyancy using math generated waves, which would work well for oceans, however, I’m looking for something a bit, smaller, than an ocean
Is there a way, or rather, how would I, create a material that functions as a wave, and also satisfies the double slit experiment and its interference patterns, while driving a sphere down a random path? For some reference material:
I’ve been working on something similar recently. There are several shaders on shadertoy which can do what you’re looking for, and it’s not terribly difficult to translate them into UE4 materials. Here’s the simplest one I’ve found so far (You can find others searching for fluid, wave, ripple, etc and setting the filter to multipass). You can use the output from that as a heightmap to apply world position offset to a plane. You can use a Draw Material to Render Target node and pass a Render Target as a Texture Parameter to a Dynamic Material Instance. Then you can draw the Dynamic Material Instance to another Render Target, etc, etc. I made This project for cellular automata, but it uses the same sort of process.
To get a double slit effect you could apply a mask off a barrier, like the oval inthis shader.