Hey guys, quick question - I'm presuming that the key to enable expression comments in the Material Editor has changed in UDK? I've grouped several nodes together in the Editor, and pressing 'C' doesn't seem to bring up the 'New Comment' dialog box.
Google sent me back here.. anybody know why my specular texture is automatically brightened when i drag it into the material editor? I can mutiply it back to a darker state, but it doesn't make sense. This is a greyscale specular, haven't noticed this happening on color specular maps. Oh and while i'm in here, i'm…
I was not. I fiddled with the tranform nodes and finally got what I wanted. I just assumed it would have been easier to change the way it was rendered out. Its appears to be working now. Thanks for the help. I'm not quite sure if a cube map is what I need for the floor section though. I have it applied to some glass…
from what I remember, the fix for this is to use UV coordinate Index 1 for your maps instead of the default coordinate index of 0. You can set this property in your Texture nodes in the material editor. I have yet to test this myself but it seems like other people have had success. Kind of a crappy workaround tho...
As far as I know this happens in DX11 mode when you're using depth biased alpha. It only affects the material preview though and should work fine in the editor You can either switch back to DX9 mode or unplug the depth bias alpha node until you've finished with the other components of your shader and then plug it back in…
I'm getting a pretty big issue here that I would like some help with. This just randomly happened after I saved my map Recaching the terrain material doesn't seem to do anything at all. EDIT: Nvm, Seems as though one of my Normal map nodes broke on one of the layer textures. Had a little panic attack there.
Quite new to UDK, made a material that blends with vertex color (alpha) between 2 textures that have scalar mixing, now my question is, is there a way to make a material that can blend between 3 or more textures? perhaps one that uses R/G/B/A seperately? Not sure how to do the nodes there. Any ideas or examples would be…
You can do a displace node on the water parts to get the ripple, do a slight tint on the glass so you can see it. A spec, a dash of cube map (do cube map only on the top surface of the water and the plastic surface... fade it out a bit...) and there you go. It's more to it than that, you can go way deep with making a nice…
@ Moody - I'm just gonna have to try and write a script that does the camera thing. I looked through a few in the directory and they do the same thing as kismet (mostly)... I think I can do it. Kismet is nice, but I need more control. I saw a tut where you can make your own kismet node... will try that too.…
Is there any reason in particular as to why lightmass tends to totally destroy normal maps? When I use regular lighting it's fine, but once lightmass is checked, all my normal maps become super weak. I've tried adding a constant variable linked to a multiply node to boost the normal map values, but to no avail. The only…