Hi all,
So I've been attempting to create the ward (anisotropic) specular type for some cloth shaders in UDK. I found this blog which has screenshots of how to create the different types of specularity. I'm pretty sure its the exact setup from the example image but I'm not getting the same result (image below)...
http://i.imgur.com/Ry1Zd7o.jpg
Blog:Scroll down to see the Ward (anisotropic)setup...
http://oliverm-h.blogspot.de/2013/05/udk-custom-lighting-model-materials.html
You can see that the specular type is wrong, also that I'm getting a really harsh black shadow which just looks ugly
Anyone have any ideas where I've gone wrong? would really appreciate the help
Thanks
Mike
Replies
the harsh black shadow could be down to your lighting setup.
Thanks for you're reply...
So it seems that if I change the direction I get the desired specular result, changing the value from the green channel to the red channel a bit weird as in the example you can clearly see that he uses the green channel for the direction :S
Unsure about the lighting setup? Do you mean how its calculated in the material or the lights in the scene?