Just to prove it's not anything in my material that's accounting for this. Here are the results of setting up a post process chain with nothing but a single material node. In that material I have nothing but a single Custom node connected to the emissive channel. The HLSL is just "return float3(0, 0, 0);" And here are my…
I just started experimenting with UDK again, and I'm noticing some artifacts in my render. I just did a clean installation of the November UDK with a blank project, and so far all I've done is set up a post processing chain and created an experimental shader. The shader converts the output to look like terminal ASCII art.…
It honestly is an UDK issue, it has clamping issues when referencing a scene at the edges of your post-process. Here is an example for cubemaps issues, it should be the same 'idea' behind your PP: http://udn.epicgames.com/Three/DevelopmentKitGemsCreatingDistortedReflection.html#Clamping%20UV%20coordinates Did you try and…