Hello again! I was looking at trying to create an interesting effect for this object: My original intention was to create something with Cascade like a typical electric or energy effect (still might do so), but I got to thinking how I'd want to make something a little more challenging, and got the idea for seeing if…
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…
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…
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…
You could also duplicate the glass model (cylinder), scale it down a bit, and place it inside the glass. Change the Z scaling if you want less/more fluid. The glass is going to look a bit thick though, of course you could set the fluid object's scale to something like 99% of the glass but you are probably going to get a…
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…
The glass is a separate cylindrical mesh, and it is just a single plane with no thickness to it, and here are its UV's (for some reason I laid them out like this so the bottom half of the texture could be a different color, though that might have been unnecessary): I'm certainly open to solutions of any kind and am more…
id add some polys to make the top of the liquid and thyen use textures + materials to make it look like you want, try some distortion within the udk material for the liquid part
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…