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
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!
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