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Version: 10.0

ShatterWave

ShatterWave is an advanced special effect that uses the mesh's vertices to create a wavy effect across the mesh in variation. This effect is very similar to Geometric Dissolve with the exception of it being animated in an ocean wave-like effect instead.

To use Poiyomi ShatterWave, select the shader version .poiyomi/Poiyomi Pro ShatterWave. This exposes the ShatterWave category with the following settings shown below.

Pro Feature
warning

ShatterWave can have a performance impact depending on the Mesh it is being used on. Use this feature wisely!

Wave Mask​

Type
Texture Slot
Accepts
Data texturesRGB Off

Texture Mask to use for isolating the ShatterWave effect to a specific area only.

Vertex Color Mask​

Type
Dropdown
Options
OffRGBA

Selection to use the mesh's Vertex Colors as the ShatterWave mask.

Wave Color​

Type
Color

Color to use for the ShatterWave.

Wave Texture​

Type
Texture Slot
Accepts
Color texturesRGB On

Texture to use for the ShatterWave. Will be tinted based on the Wave Color.

Wave Emission​

Type
Range
Range
0to10

Creates an Emissive effect on the ShatterWave's color.

Apply to Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Allows you to add the currently set ShatterWave setup to be applied to an existing Global Mask of your choice.

Show Under Wave​

Type
Toggle

If enabled, shows the underneath mesh area beneath the affected ShatterWave area.

Under Wave Color​

Type
Color

Sets the base color of the Under Wave.

Under Wave Texture​

Type
Texture Slot
Accepts
Color texturesRGB On

Sets the texture to use for the Under Wave. Will be tinted based on the Under Wave Color.

Under Wave Emission​

Type
Range
Range
0to10

Creates an Emissive effect underneath the ShatterWave's mesh.

Apply to Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Allows you to add the currently set Under Wave setup to be applied to an existing Global Mask of your choice.

Wave Speed X Y Z​

Type
Float3

How fast the waves move and in which direction.

Wave Slope X Y Z​

Type
Float3

Measures the size of the wave slope and where it's being drawn at.

Wave Density X Y Z​

Type
Float3

Measures how dense the waves are in tiled coordinates.

Wave Width​

Type
Range
Range
0to1

Wave Height​

Type
Range
Range
0to1
Type
Toggle

Enables Audio Link to manipulate the ShatterWave.

info

The settings in this section will only be visible when Audio Link is activated on the Material.

Emission Multiplier Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for the Emission multiplier.

Emission Multiplier​

Type
Vector4
Default
Min1Max1

How much to multiply the Emission Strength with Audio.

ModifierFunction
MinAmount of Emission being multiplied with no audio
MaxAmount of Emission being multiplied with max audio

Emission Add Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for adding Emission.

Emission Add​

Type
Float4

How much to add or subtract from the Emission with audio.

ModifierFunction
MinAmount of Emission being added or subtracted with no audio
MaxAmount of Emission being added or subtracted with max audio

Height Multiplier Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for the Height Multiplier.

Height Multiplier​

Type
Vector4
Default
Min1Max1

Sets the multiplier of the height.

Height Add Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for the Height Add.

Height Add​

Type
Float4

Adds to the height.

Height Threshold Multiplier Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for the Threshold Multiplier.

Height Threshold Multiplier​

Type
Vector4
Default
Min1Max1

Sets the threshold multiplier of the height

Height Threshold Add Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for the Threshold Add.

Height Threshold Add​

Type
Float4

Adds to the height threshold.

ChronoTime Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for ChronoTime.

ChronoTime Motion Type​

Type
Dropdown

Which motion type to use for the ChronoTime. ChronoTime is an Audio Link feature that allows time-dependent features, which shaders alone cannot do. In this case, ChronoTime is used to create a time-dependent speed of the motion.

ChronoTime Options
  • Motion Increases as intensity of the band increases
  • Above but Smooth
  • Motion moves back and forth as a function of intensity
  • Above but Smoooth
  • Fixed Speed Increase when the band is dark Stationary when light
  • Above but Smooooth
  • Fixed Speed Increase when the band is dark Fixed speed decrease when light

ChronoTime Speed​

Type
Float

How much should affect the ChronoTime speed. Good starting values are 0.1 - 0.5.

ChronoTime Intensity​

Type
Range
Range
0to1

Controls the intensity of the ChronoTime.