Trying to make the shift from Environment artist to more technical artist. Been spending a lot of time lately setting up shaders, writing scripts and tools and whatnot.
Yeah I'm working on the lightning now. It's all proceduraly generated from two small textures (trying to find a way to generate lightning without having to use a bunch of textures). I'll agree it's not there yet, though. Anyone happen to know of any decent UDK lightning? I've searched and searched and only found a few tutorials all of which just use a few textures and honestly don't look much like lightning either.
It's looking pretty awesome. I've personally never seen a decent lightning in UDK, but I'd have thought it wasn't too difficult (guess I'm wrong there).
that is just stunning. So is it like a cloud texture on top of a blue sky texture with some sort of blend gradient texture used to transfer between them? in any case the result is stunning!
Ok so this is probably really basic stuff I understand the 2 UV sets for the skycube. The cylinder for the outer part, and the top down for top down. How do the 2 UV sets transition into one another seamlessly like that?
yeah when I was first making it I was trying so many complicated methods for getting the perfect masking effect, low and behold the simplest solution was the best.
I am a student working on an exterior space ship scene. Its rough design thumbnails are posted below. The concept is that this ship is able to drop down into super storm cells on various planets and harvests gas while charging its engines on frequent lightning strikes.
The lightning towers are in the scene grab, minus their containment rods. I have also posted some screens from my current sky sphere attempts.
I really have a hard time learning these programs and understanding their features. Finding this has, along with some helpful Eat3d tutorials, been just what i needed to open up this awesome world of UDK materials.
Thank You
I am trying for this scene from mass effect 2, but not exactly and with more intense storm conditions.
This is what i have now, very simple. Four squashed skyDomes with masked materials. It's pretty glitchy and too serene. I haven't started the storm effects, as I don't completely understand them yet. Still learning...
Junco, is that the lightmap UV's? you can switch the dropdown to 0 to view your original uv's. If that is the lightmap uvs, its bad to have the uvs touching the borders..it does weird things if they are.
http://youtu.be/9R4GxNfBOS0 turns out I don't know how to embed youtube videos. Either way if the recording would have picked up my voice you would hear me giving you mad props. I would like to thank you for posting up your material expression, and this is what I came up with.
been spending a while trying to figure this out and recreate what you got there but hit a little snag and am having trouble debugging it.
on 1 side of my skysphere, i got both the stuff going into the diffuse and the custom lighting visible, (image 01), than on the other side i got this little glitch happening.
also i noticed my Cloudwipe parameter is backwards from how, it was operating in your video which makes me believe hte issue is in that section of the shader. so here is a screen, i had to make some assumptions and what vales to use on the panner and rotator, but commented theme in so you can tell what they are.
edit:
figured out i needed my panner in the wipe section to have a X of -1 not one, so now that gets cloud wipe parameter working in the right way.
still havent figured out what is happing with me always getting the lighting effect on one side of the wipe mask, and the pure emmsive texture on the other side.
there is a -1 node in the rimlight that i can bypass that gets me closer to the results, wanted, but, things still dont quite look right without it.
Replies
Lightning doesn't look that realistic but I guess that's irrelevant
I'm working on a tutorial now but its a stop and go process, hopefully have it up in a bit.
Have fun with it!
Could you also describe how you did the lightning bolts and stormy feel + rain?
Would be nice to see how you actually did it
The lightning towers are in the scene grab, minus their containment rods. I have also posted some screens from my current sky sphere attempts.
I really have a hard time learning these programs and understanding their features. Finding this has, along with some helpful Eat3d tutorials, been just what i needed to open up this awesome world of UDK materials.
Thank You
I am trying for this scene from mass effect 2, but not exactly and with more intense storm conditions.
This is what i have now, very simple. Four squashed skyDomes with masked materials. It's pretty glitchy and too serene. I haven't started the storm effects, as I don't completely understand them yet. Still learning...
on 1 side of my skysphere, i got both the stuff going into the diffuse and the custom lighting visible, (image 01), than on the other side i got this little glitch happening.
also i noticed my Cloudwipe parameter is backwards from how, it was operating in your video which makes me believe hte issue is in that section of the shader. so here is a screen, i had to make some assumptions and what vales to use on the panner and rotator, but commented theme in so you can tell what they are.
edit:
figured out i needed my panner in the wipe section to have a X of -1 not one, so now that gets cloud wipe parameter working in the right way.
still havent figured out what is happing with me always getting the lighting effect on one side of the wipe mask, and the pure emmsive texture on the other side.
there is a -1 node in the rimlight that i can bypass that gets me closer to the results, wanted, but, things still dont quite look right without it.