Would the glass just be a normal map with specular?
-But how would you achieve that distortion/noise?
If the glass is the normal map, how would you have the gaps between the green/blue hexagons and the holes within them as a normal map? (do you simply add 2 normal maps in material editor in UE4?) Thank you.
It overlays on top of the green/blue panels:
Replies
[ame="http://www.youtube.com/watch?v=R3CJbbodKeE"]Tessellated snow material - Unreal 4 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=GT6mHNUZwPc"]Unreal 4 Tron Glow - YouTube[/ame]
You are trying to describe two materials here, so you either need a complex layered material or 2 seperate materials and 2 seperate pieces of geo, 1 for the glass, 1 for the underlying structure, this would also be the easiest one to accomplish, but may not be the most realtime efficient, if that matters.