Does anyone here have any experience with real time reflections? Or any reflections? I'm trying to get my water to reflect and It's driving me insane. My TextureRenderTarget2D node updates with my camera view port movement/the movement of the reflect actor (which is expected). I have to have the view in the port real close…
Recently started to mess with kismet. Any idea how to get a normal vector in kismet ? I created system where you press E and in the place you are looking at particle effect is spawned. It is always oriented "east" though. In factory node there is option to set rotation. Don't know how to get normal vector from something it…
Didn't the place where you got the above image help? The problem with the above method is that the "water" will always run from top to bottom on an object's UVs. Meaning that a complex unwrap will produce some odd results. To get around this, I made a material that instead assigns the water effect to cylindrical UVs that…
Attempting to change the color of the lower half of my texture in the material editor but I'm not sure where to go from here. I thought I could use an alpha from the texture to determine what part got added color but it makes the rest of the texture show up as black. I'm assuming I'm just hooking up the nodes wrong but is…
no worries, I hadn't actually done a material set up like that before, I just went with what I new about the material editor, which is far less than a lot of the guys around here. I tried last night for a good while for the Hybrid Opaque/Transparent shader and couldn't get anything working that was decent so splitting them…
I was looking at the GDC 2010 map just now, anyone know how they did the moss being unique to all those meshes? is that just a LERP node or are they painting something? It reminds me of uncharted 2 where nearly every object looks unique texture wise. i heard they would use 2 textures and used a vertex paint channel to…
I'm sure one of the other guys has a better solution, but my approach (expensive) would be fairly simple. 1 material, but would require another texture draw (at least). Basic Idea: Make a new Material for the bike, for example I'll use Mat_Bike_Red #1 Set up your diffuse, spec, normal for the generic bike. #2 Copy your…
With my basic shader knowledge (ie purely UE) I can't go in to the high level stuff, and Unreal won't allow any of its vector transform nodes in vertex shaders. I was under the impression world position was literally world position : ( here's an image of what's going on; top left is what I'm getting, some sort of vertex…
For head tracking im really not sure, i know there's a head tracking node in the anim tree editor. and i think remember seeing something in kismet to, ill have to poke around. Anywho this should do what you want, hopefully this helps You sir are a legend! I sub'd to this thread in case of any replies but nothing came…
Sorry, I think I might have not been as clear as I should have been on what I'm trying to do. I'm not trying to modify the Environment Color, I'm trying to call it in my shader either with HLSL or with the nodes. Unreal's Phong lighting model, for example, combines the diffuse with the Environment Color in the areas on a…