I've improved quite a bit with UDK Materials over the past year and the one thing I can't seem to figure out and may be a simple answer is the fading of one texture into another. For example, using normal maps for waves in a water texture to give the impression the rise and fall of water in a pool. I've used Hourence's tutorial on indoor water to show me how to get the animation going for my acid pool material. I've avoided doing this material until now because I've never liked how it turned out. I'd like to say Fresnel would be involved but I'm not sure on how go about doing so. I have two normal maps, the second map is the inverted version of the first one. If there's another way to go about this, I'd love to hear it as well.
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As for getting the material animated you could use the WorlPositionOffset in the material editor. Again the UDK comes with a good example of this here's the instance for it 'GDC_Materials.Materials.RipplingWater_INST' try having a look at that and the parent material. Hope this helps you.
To add to it, I plan on creating a popping bubble animation effect. Would it be easier to create the meshes in 3ds Max and then use Matinee for the animation of the growing bubble and pop? Or do so in 3ds Max and import it?
It would consist of two meshes, the bubble and then the particles of that pop on a plane mesh falling into the pool. I've never messed with Matinee and if so, I am going to Hourences to do so. Thoughts?