I need some help implementing refraction into my VFXs in UE4.
Been beating my head against this one for a while, since I’ve always attempted to add some amount of refraction to my other VFX but I never got it working properly and in this case, a black hole, it’s pretty much a requirement.
Case in point: I want to make a refraction “swirl” for this black hole VFX which is an ambient VFX i’ve been working on for my game.
Game GIF below:
Reference would be the very soft refraction which occurs on league’s black holes:
How would I got about creating a very soft refraction like the examples above?
Is there a cheap way to fake refraction?
Or is there some other kind of trickery going on?
Thank you in advance!