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UDK - Material - Custom Texture Node Parameter?

polycounter lvl 12
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Ace-Angel polycounter lvl 12
Hey to all,

I'm trying use a Custom Texture in a Custom Node to control my LOD of the texture.

So basically, I have a setup that looks like this:

Custom Node = return tex2Dlod(Sampler, UV)

My UV's are defined as an RGBA: R=X.Coordinates, G=Y.Coordinates, B=0, A=Mip.Level.

The problem however comes into play that I cannot setup my material as an Instance if I go this route. Everything works fine, but my Custom Texture Node cannot be defined for an instance.

I tried quick dry run on how to transform my float3 into a unprocessed raw float so I can feed it into the custom node, sure it will take extra instruction, but by calculation, it should take more then an extra 10 at most, but once again, it doesn't work.

Anyone have the solution for this? The easiest solution I found was to create switch statement and the user could define what LOD they wanted for the Mip's, by me doing all the busy work already, but I would like a much more dynamic solution if possible so I don't clutter up my network.

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