The problem you had with the texture being different in Unreal vs Photoshop... this may just be the SRGB texture setting. The algorithmic approach you are using will give smoother results than a compressed texture. +Not to undo your hard work, UDK has a material function already you could use to do this, it might be a bit…
Thanks for the info. I've had problems with color differences between Unreal and Photoshop before; I'll look into the sRGB setting. And thank you for pointing out the VectorToRadialValue function. It helped me optimize my own function, and I think mine might be a bit better than UDK's now. UDK's function is 61/107/49…
CenterPivot;makeIdentity -apply true -t 1 -r 1 -s 1 -n 0;xform -q -piv -ws;move -a (-1 * xform query x) (-1*xform query y ) (-1*-xform query z) ; YAY it works. My first script, well not done yet. Need to figure out how to save a query to a vector variable then Ill be golden :) EDIT: Guess I should say what the script does…