I haven't downloaded the file and looked at the code but I'd suggest that you try doing the same functions as separate nodes rather than by using a custom node.
@ sprunghunt: I'll see what I can't coe up with. I would just like it to work. lol http://technical-eden.blogspot.com/2012/01/gradient-mapping-awesome-way-to-get.html but I'm not sure how I could create the same thing without a custom node. :/ I know there is a million ways do do anything in UDK so I will have to try it…
Ok it looks like UDK hates my old package I'm doing everything right but maybe there is a shader problem in some old code. I'm not quite sure exactly (ignore the hidious colors) lol I tried moving the working material into my package and it's just broken. I wasn't a fan of what I named my old package anyways on top of that…
Hey Alan, in my experience unless you use ComponentMask node with material functions it will always use the red channel of your map messing things up. It also shows no error so I was literally banging my head against the table trying to figure out whats wrong. Bugs be damned:) In my mats it works like this: also you might…
Don't use the Functions with Alpha, they don't mask correctly, unless you use a Mask Component Node, but then things can get complicated with you having to define if it's V4/V1, etc.
I'm not too sure either how you would do it via Nodes in UDK Procedurally, the quickest solution I would imagine is you keep on Power-ing the Term from each color by the power of 2, and Lerping one into another, till you connect to the Weight Map. But I have used this method for the Traditional Gradient mapping (with a…
Pretty straight forward I saw this Link and it inspired me to work out a way to utilize gradiant maps as well. Unfortunately it's not as easy as I would have thought to make/work. I'm not sure what exactly I'm doing wrong because I followed Andrew Maximov's example file that he gave out on the link above. I also just…