Hey guys,
I made a lantern, and I put an alpha for the glass part, but unreal cannot detect anything there. So I ended up putting reflection material but that applies to the whole mesh not the glass.
So can anyone lend a hand on how to show glass/ reflectivity on my lantern?
Thanks!
Replies
also, you should seperate your model with different material IDs for the glass and the rest. then in unreal make 2 materials. one normal mat for your metal and one for the glass and apply them to the correct material ID.
So for the cubemap, is there a specific tutorial for objects in unreal? or any tutorial for 'cubemaps' works just as well?
http://
The amount of transparency is controlled from the amount of white that you give it in the mask. Right now yours is very transparent. Think of the mask as controlling just how see-through or grimey you want the glass to be and adjust your black and white values accordingly.
Lastly, you physically need geometry on both sides of your surface for the glass to have some sort of depth. Right now it doesn't look like you have faces on both sides of the glass. Think of a fishbowl. There is a glass surface on the outside, as well as on the inside. Your glass should be the same. You can try to use a double-sided material, but that doesn't always give you the sort of depth you want for some objects.
This is old Unreal, but the basics are still the same for a simple cubemap:
http://wiki.beyondunreal.com/Legacy:Cubemap
http://udn.epicgames.com/Two/MaterialsEnvironmentMaps.html
of course youd have to tweak it a bit depending on your cubemap.
I will be honest I am having trouble finding 'vector transform' like I get lost with all those because they are not there on the side in my UT3, could it be a different name or different version? /shrug
If you can clarify a bit more would be very thankful. Thanks!
Sorry if I was a burden.
here it is:
I entered 5-6 images in the slots, closed it. Used TextureSampleParameterCube in the material editor and entered it like the diagram shows, but still not showing up.
I played around with Blend mode/ lighting mode but seems translucent is what fits best, so I know for sure it is my cubemap.
Am I creating a cubemap wrong? Please let me know, maybe I am not seeing something.
Thanks!