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:
My scene looks like this in dx11 compared to dx9 mode:
Am I doing something wrong? Any help is appreciated
Replies
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.