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…
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'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…