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dx11 scene depth problem

polycounter lvl 18
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EmAr polycounter lvl 18
Hi,

I'm using the February 2013 build of UDK. I came across this problem:

The scene depth methods seem to give me a "black-white only" output which makes it impossible to make depth fog with this method:

underwaterfogi.jpg

My scene looks like this in dx11 compared to dx9 mode:

underwaterdx11.jpg

Am I doing something wrong? Any help is appreciated :)

Replies

  • leleuxart
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    leleuxart polycounter lvl 10
    I rebuilt this, with the material set as Additive and Unlit, and it's working for me in DX11 with 10-2012. Could just be spotty DX11 support with that version of UDK

    Also, for what it's worth, I've gotten weird results depending on where the material is located in the post-process chain. I never got the clamped version, but having the material at the end, just before the AO node gives me the best results.
  • EmAr
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    EmAr polycounter lvl 18
    Thanks for trying it Brian, I got a semi-working result while trying things but UDK crashed many times and I gave up. It now shows the fog on meshes and BSP. It shows nothing on the background. As soon as I start adding BSP, it goes back to the broken version. I think I'll go with dX9 for now.
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