Hi Guys, thought i'd just share the fruits of my labor for the past 3 days.
Been working on a technical shader for the UDK that procedurally blends in a texture onto a rock mesh based off of that rock's height map in combination with the worldpsace up vector. In addition, there is a parameter that enables you to use a WindSpace and Direction Actor to control exactly what vector angle the snow is going to be blending in on your rock.
This is really useful for something like snow or sand. Included is a 2 part demonstration that shows some of the different parameters of the material, as well as some of the applications it can have on a quick mini environment i have made.
part 1
[ame]
http://www.youtube.com/watch?v=otedqKHET1w[/ame]
part 2
[ame]
http://www.youtube.com/watch?v=sXl3z_Zcyck[/ame]
Let me know what you guys think
Replies
made a very basic deposit shader for the polycount collab thingie a while ago which I intended to share with the community, but since I'm not really sure if you might want to make a paid video tutorial from yours I'll probably hold off on doing that.
it's so much fun messing with udk shaders if you actually understand what stuff is doing .
The ability to matin
I'm eagerly awaiting news on you releasing the training material for this demo, too.
Please do.
@divi: I agree. Although Im no expert but been studying HLSL and it has really helped me a lot understand what the different nodes do.
now you just need to add a vector displacement ;-)
if anyone is still having problems i can explain how i hooked it up.
should kinda click in your mind once you convert your normals to world space with the transform node, since after that it is just a matter of comparing it to a vector of 0,0,1 with a dot product, and do any additional blending, such as using a heightmap blend like you would in a vertex paint shader you can replace the vector of 0,0,1 with the wind speed and direction node too as long as you mask out the alpha channel.
Also, if it's more helpful, One-Minus it so that the effects applies where the arrow points instead of it being opposite.
If you need moar help, I can post up my Wind section and show you what I mean.
http://dl.dropbox.com/u/13680846/StoneWindVector.jpg
EDIT: also just had some issues when i tried showing a friend (recreating it on his PC) and found that if you change the strength of the wind to 2 or higher.. it gives more accurate results.