Eternal gratefullness=answer to my query. A screenshot of the material setup needed to recreate the "window in the eye" reflection...that stays in place even when the eye rotates.
I have the "eye bubble" NM+Inverted Heightmap simulating the weird refraction warping thing a majig "above and beyond my level of understanding" setup.
I am using a single sphere only...this time.
Thanks in advance.
This is an ideal end result scenario.
Replies
Plus here is a fake hdr that you can use to enhance the bright areas:
http://udn.epicgames.com/Three/rsrc/Three/MaterialExamples/ex_HDRCubeMap_Mat.jpg
http://udn.epicgames.com/Three/rsrc/Three/MaterialExamples/ex_HDRCubeMap.jpg
I have followed the udk basic shader setup by MM """"VERTEX"""" which includes the reflection vector-> vector transform you refer to.
""""I will try the cubemap setup in this way...then report for more advice""""
Hopefully I dont need to ask for more information...however welcomed it is.
I want the best result with the least work...not much to ask for ^^,
screengrab
I came across that shader network thing before on the UDK site, didnt think it was the answer though ^^, Cheers.