Hi,
I'm trying to achieve a sort of heat effect inside UDK.
The effect is done and present far away from the camera.
But I need to mask it on top of the player.
I mean when the player is looking up I want the effect to be off.
I've tried to put a Gradient Texture with a sort of reflection vector as UV. It works inside the mat editor but not in the game.
Is anyone got an idea to do that ?
Thanks by advance !
Replies
But since you want it to be PP, I'm not sure if I there is an easy way.
pow(1 - saturate(dot(CameraVector, UpVector)), 4)
Lotekk : That don't work. I think it's due to the fact that I'm using the emissive slot for the PP.
I've also tried a simple up-Vector for masking the top of the scene but no luck.
Thanks guys
Playing whit the value I've got my Heat only on the ground and far away.
I'm close but it's not perfect.
I am unsure of how transluscency is handled in U3 100% so I am not super sure of the performance cost (it is probably more expensive than just doing it in PP). Finding a cheap solution Similar to what MetalMorphe did is my recomendation. If possible I would flip my depth vertically and add it too itself, but that doesn't help if you are looking up at the sky. Ultimately, like almost any post effect, UDK really locks you hard out of what you need. There may be a way to recapture those vector values via a custom hlsl node though. Could be worth poking around with.
Example; In UDK, if you take your Normal Map, Mask RG, DeriveZ, Mask RG, DeriveZ again, and do so with a second Normal Map, and a Lerp to Control Hardness, you shouldn't see an increase in cost, at most by 1 point if using a second Normal Map which needs tiling from the original ALU count.
However, Custom could eat upto 10-20 extra instructions per Normal map if you did the above.
Anyhow, back to the question, I'm still confused as to what Heat Effect we're talking about here? Are we talking about heat effect as in Thermal Effect from the Up-Vector Sun? Or something more? Like a Zenith Horizon distortion? Or both?
You could 'bend' a gradient texture so that it flattens in color upwards when you look up, although that would require some UV work with stuff like reflection and etc/
Post process doesn't have access to normals or position in post process. All you have is depth and color.