hey all. i was just running some tests with the new dx11 features and man are they awesome! here's my results from subsurface scattering. just thought id share this with you.
the only actual textures in here are the AO and Normal (and heightmap but i ended up not using it as a heightmap). all color is derived from vector parameters in udk.
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(note.. i know the ears are all messed up on that guy. just didnt want to bother fixing it. :P )
Looks great man, but yeah, how come the ears are like that? Something due to the tessellation?
ive attached the normal so u can take a look. well not actually the normal but just the blue channel from the normal, since that is what drives the tessellation. and also ive attached a shot of the geometry for the ear.
I followed what you have. I'm just wondering because I can click the button. Do I need to download the driver for it? because as of this moment it's not working. I thought because I can hit the button and UDK doesn't crash that I must have the driver for it.
but I dunno
From Wallomedia10 on UDK forums
Quote:
You dont need to use the november version to use dx11 features you just have to edit Material.uc in "Development\Src\Engine\Classes". Open it search for D3D11 and delete every phrase that says :"<bShowOnlyWhenTrue=bShowD3D11Properties>" then save, compile and your done. When you a open a material in the material editor you will see that there is a Directx 11 Section where you can enable tesselation subsurface scatering etc.. Its a bug, because it looks like that udk doesnt check if your hardware is capable of dx11 and hides the settings. Have fun playing with dx11 features X
still at square one...
yeah, i had the same issue and downloading the new beta fixed it.
What's the point of using lerp if you're using numbers?
Constant numbers. But yea, I thought about the same thing
Since he's driving a constant 1 into alpha, the LERP node will always send B (or A, can't remember which one goes forward with alpha of 1) to the scattering radius.
pf
Can you not just enable it in the Material Editor? I'm pretty sure that's the standard way now that UDK fully supports DX11.