Well, first thing comes to mind is this (note I'll be talking about a procedural, feel free to use textures as you see fit). Also, I'm going for the most expensive solution, but hopefully you can come up with your cheaper solution since the basic idea applies. Change material type to Translucent. Take a TexCoord node and…
Hmm, seems like abit has changed since my hayday, because I usually do this and it works: http://udn.epicgames.com/Three/WorldPositionOffset.html OK, so it looks like you have the basics of your material down, Mul the Vertex node by a Constant of 2 to exaggerate so you can see it better for the testing, then Mul the entire…
The liquid itself is looking really proper, good job there. If I were you I'd focus on two more simple additions to really make the whole prop shine. 1: Add some cube mapping to your glass material to get some reflections coming in from the outside world. This should go a long way in making your glass material pop out more…
Only use one color, I suggest Red, then take the Red Channel from the Vertex Node and voila, unless Epic has changed the way Vertex colors are handled, this method should work.
I would take a look at the water materials that UDK comes with. they have very very good ways of setting up liquid movement. you can then change the speeds at which the liquid moves. if you are feeling like having a static movement is way too boring, you could always create a material instance and then have it do funky…
I'm still very stumped. I've been changing channels and masks trying to just get the offset itself to work (before even trying to get the sine issue going) and I'm not able to even offset the baked vertex's in the Z axis. The upper image is nothing happening when trying to just use the Red channel. The lower image is some…
Thank you sir! Yeah, I was looking at the WorldPositionOffset udn page as well for information. Two things were messing me up though. Using just one channel from the VertexColor node did not work, and the preview in the Static Mesh viewer was way way off from how it actually looks in game (the mesh is pretty much exploded…