Hello!
I'm working on some modular environment pieces for a level in the UDK, but I'm having a problem.
I want to create some chromed/shiny metal cylinders. However, I really can't figure out how to do it.
I guess it has something to do with camera position and a reflection vector? Maybe I'm completely off.. But I really, really could use some help here!
Here's a reference picture if I failed to explain what I'm looking for.
I'm very grateful for any help I can get!
Thanks in advance!
Replies
EDIT:
and the thread link http://www.polycount.com/forum/showthread.php?t=70509&highlight=pool
YAY to having nothing to do while my computer transfers Steam library.
Seems to easy to be true. Haha
Gotta see if this works as soon as I come home.
Thank you!
depending on the object you want the material to be on i would look into using mlm_anisotropic and the anisotropicDirection slot. for the metal itself you could try lerping between a dark constant1 and a bright constant1 with a fresnel as the alpha and then having the result as alpha lerping between your base metal texture and a blurred cube map. havent found a way to use a lower mip-level from a scene capture actor inside unreal without getting awful seams.
capture the scene inside udk, create a new static texture from the cubemap and printscreen that from the texture viewer to use in the ati cubemapgen. should give you something closer to your example.
That sounds like a great idea. I'll try that as well! Cheers!
[ame]http://www.youtube.com/watch?v=C1Zh3qDyXOY[/ame]
[ame]http://www.youtube.com/watch?v=PJ5PONVHCgg&feature=related[/ame]