yeah, it looks like there is no way to modify those values without making some custom kismet nodes or hard coding. you might be able to paste the matinee into a text editor, modify and re-paste back into UDK if you are super resourceful :D
Go into the material itself in the material editor, using the old compact view (non-node based) Go into the settings for the diffuse map, then set the Blur value to 0,1 and change the filtering method to summed area or none. Should improve the results hopefully :3
Couldn't get this to work, and I don't have time to learn code. Are there nodes in Shader Forge that are equivalent to Unreal's Camera World Position and Object World Position? I already built a mockup in UDK, I just need to transfer the results into Unity.
I really don't get the material blend mode at all, I skipped through all 4 official tutorials and felt like I didn't understand why I would use it over just the normal blend nodes. Just me?
Regarding unreal engine you can easily translate the code to material nodes. I've done this for UE3 and it should work for UE4 just the same. http://www.abload.de/img/blendnormals_rnm019yu1w.png http://oliverm-h.blogspot.de/2014/01/ue3udk-mixing-normal-maps.html
Ah yes I see what you mean, so I don't really need WorldAlignedTexture in this instance. The reason I used WorldAlignedTexture was because the way I have set up the UVs means that when I apply a texture to them I get seams everywhere. Also anywhere that is just dirt (no border) I have scaled the UV face down a bit as my…
You can get the median by finding the halfway point between the outputs of a min/max node As you say, you can get the mean (ish) by blurring or downsampling. If you want the mode or some sort of weighted value you're kind of buggered - any kind of histogram analysis is highly impractical in designer
yup all you need is the maxscript listener and enable the macro recorder to listen to your commands (well most of them) noticed this little thing at the lower left corner of max? it is the maxscript listener but in a compact mode, for the real deal press [F11] or alternativly find it here: and this big version appears: the…
yes thanks for the screenshot your material nodes are exactly right ! what is missing is at the bottom where it says: blend mode: blend_opaque change it to blend_multiply or blend_modulate not sure what its called anymore in the old unreal there was also a blend_darken but i think they kicked that out :)