It's my first time working with the material system in UDK and I've stumbled on this weird error.
I've been trying to get the glossiness to work as it does in Max, and from what I read online, the best way is to plug a Lerp node into SpecPower with min and max constant node values plugged into A and B and the glossiness map plugged in the Alpha.
My setup is as follows and you can see the error in red:
Any ideas what's causing this error? Minotauro thought maybe it was the way I plugged the emissive, but tried using a constant instead, but I still get the error.
Replies
EDIT:
You need to feed the Lerp's alpha input a single channel such as Red, Green, Blue, or Alpha channel output from the Texture Sample.
While I'm at it, I had another question about texture sizes. Right now, UDK compresses automatically my textures by half (my 2048s are compressed to 1024), how do I prevent this compression as I don't want that right now?
You can also set the texture's LODBias to -2 to make the textures LOD further away from the camera (makes them appear sharper up close).
You might have to reload your textures and resave the package for the changes to take effect.
One other thing you can do is check Defer Compression to True/On which allow you to import your textures uncompressed, however this only lasts until you save the package at which time the textures then get compressed.