Hello, can anyone explain to me why is this happening? Im using reference depth of field(just a side question can it be manually adjusted through camera, couldnt seem get it to work).
Depth of field is a post process effect, not a camera effect - you can modify it, on the fly if needs be.
The black squares are one of two things:
a) Rendering artefacts caused by UDK's Dx11 renderer being sketchy as fuck. Use Dx9 unless you need Dx11.
b) A particle system with sprites of that size and it cannot find the texture.
Its not the particle system its something to do with my material as it appears to be... Cause its not applied to other material instances(I have a master material and everything else is a child instance).
are you using the deriveZ node, or how it is called, to procedurally create the blue channel of your normal maps in some shaders? or are you using uncompressed normalmaps?
From my experience, the built-in method is unsafe and produces errors similar to whats shown on your image. I advise to do the derivation of the blue channel yourself and clamp the result to suppress wrong values.
Replies
The black squares are one of two things:
a) Rendering artefacts caused by UDK's Dx11 renderer being sketchy as fuck. Use Dx9 unless you need Dx11.
b) A particle system with sprites of that size and it cannot find the texture.
Basically had to bake lighting again and the artefact went away. And yes we really need DX11 .
From my experience, the built-in method is unsafe and produces errors similar to whats shown on your image. I advise to do the derivation of the blue channel yourself and clamp the result to suppress wrong values.