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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.

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: Data Texture (sRGB = OFF)

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

Vertex Color Mask

  • Type: Dropdown, Options: Off/R/G/B/A

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: Color Texture (sRGB = ON)

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

Wave Emission

  • Type: Float, Range: 0.0 - 10.0

Creates an Emissive effect on the ShatterWave's color.

Apply to Global Mask

  • Type: Dropdown, Options: Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A

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

Show Under Wave

  • Type: Boolean

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: Color Texture (sRGB = ON)

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

Under Wave Emission

  • Type: Float, Range: 0.0 - 10.0

Creates an Emissive effect underneath the ShatterWave's mesh.

Apply to Global Mask

  • Type: Dropdown, Options: Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A

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 slop 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: Float, Range: 0.0 - 1.0

Wave Height

  • Type: Float, Range: 0.0 - 1.0
  • Type: Boolean

Enables AudioLink to manipulate the ShatterWave.

info

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

Emission Multiplier Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

Which band to use for the Emission multiplier.

Emission Multiplier

  • Type: Vector4
    • Default: Min = 1, Max = 1

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: Bass/Low Mid/High Mid/Treble/Volume

Which band to use for adding Emission.

Emission Add

  • Type: Vector4

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: Bass/Low Mid/High Mid/Treble/Volume

Which band to use for the Height Multiplier.

Height Multiplier

  • Type: Vector4
    • Default: Min = 1, Max = 1

Height Add Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

Which band to use for the Height Add.

Height Add

  • Type: Vector4

Height Threshold Multiplier Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

Which band to use for the Threshold Multiplier.

Height Threshold Multiplier

  • Type: Vector4
    • Default: Min = 1, Max = 1

Height Threshold Add Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

Which band to use for the Threshold Add.

Height Threshold Add

  • Type: Vector4

ChronoTime Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

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: Float, Range: 0.0 - 1.0

Controls the intensity of the ChronoTime.