I'm working with decals in UDK and sometimes my default alpha doesn't do as good a job of removing all the artifacts. I feel like I used a feature in UDK several years ago that essentially pulled the borders of the alpha in and very quickly, very easily removed these artifacts.
Is this all in my head? Included is a screen of my artifacting asphalt decal.
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That was easy peasy, thanks a lot dude. Never used a power node before but that is dang handy.
I'm not sure why, but newer builds of UDK seem to have removed it. I've noticed this often, especially with lights, that some parameters are being disabled in their .uc class files in newer UDK releases. My only guess is that this functionality has been moved somewhere (and I don't know where) or Epic is trying to de-clutter some parameters to reduce the learning curve.
If you dig through some of the base classes, like Texture.uc for example, you'll see parameters without () next to the var declaration. This essentially disables the ability to change that variable in the editor. For example, you can no longer set textures to be non-compressed, because of the missing parenthesis for that flag:
var bool CompressionNone;
I did a quick scan through Texture.uc and Texture2D.uc and couldn't find that bias value that I remember, so it's either gone or I've forgotten what it's called and can't find it. I wish it were back, it's cheaper to tweak in the source texture than fixing it in the material.
[edit]
Noticed this earlier, though it's less useful than the texture-level threshold setting (Material editor, when no nodes are selected)
Thanks for pointing out the new spot!