Hey guys, I posted about this in the UDK sticky, but i've been waiting for 4 days for an answer, and it's holding me up to the point that i'm getting restless and decided to reach out to the people who might not check the sticky regularly in hopes of moving ahead.
My problem is an error in 2 nodes. The creator of the shader said he was going to fix it in an updated blog post, but like I said, it's been 4 days of hitting refresh every couple hours so I can continue on with my work.
Here is the area of my network that's effected
http://s647.photobucket.com/albums/uu192/gannonroader/?action=view¤t=myErrors.jpg
I should not that the effected areas are in the comment boxes "Distortion/Normal" and "Displacement"
here is his shader network
http://dirty-windows.de//ocean_mattree/ocean_mattree.jpg
I hope someone can help me out here, i'm at a brick wall.
Replies
The second one your depth biased alpha is missing an input connection, but according to the error message in that screenshot it looks like you have that chain hooked into the displacement input, which doesn't take a depth biased alpha since it's a per pixel evaluated node not per vertex
sry for no repl,y
i try my mat and he works.
Use DX11 for Tessellation (MTM_FlatTessellationMode)
Can i show your complete mattree image?
Edit:sorry, bit of a translation error there, you want to see MY mattree image. I'll put one together, just give me a few mins.
hmmmm, i'm suddenly realising I have no idea how to take a picture of something so big hahaha.
My final product looks nowhere near as beautiful as yours either hahahaha. I'd imagine i'm going to have to do a lot of value tweaking.
The simple method I would use is to possibly hand-paint the blend weight of the wet-looking sand over the terrain manually. The alpha of this wet layer would be animated to give the impression of waves blending it in and out.
Sorry I can't be more helpful - perhaps someone else has a more technical solution.
[ame="http://www.youtube.com/watch?v=zggG0wCD7yw"]UDK Ocean Material Download Knights: Spiral Islands - YouTube[/ame]
Here's an example of what I mean. I downloaded this shader, but it doesn't seem to have some of the bells and whistles that are in the video, so it probably isn't in the ocean shader itself. It's not 100% needed, i'd just like to experiment with it. I find it adds alot to the look, and I also need to learn how to have the waves and foam wash in and out around the shoreline only. Would that be a seperate mesh and material?
if thats not it i think i have it somewhere.