Hi guys, I am moderately experienced with UDK's material editor but I have no idea how to "program" a very particular feature into my material... I'd like to create something very similar to DepthBiasedAlpha, but with a twist: I want the material's opacity to change depending on the Z-axis depth to the surface beneath it,…
Is there any way for me to use the material editor to control the priority/sorting for these translucent materials? I realized that with even the simplest possible translucent material (material is set to BLEND_Translucent & static scalar 1.0 is plugged into opacity), the exact same problem persists, even though it should…
looking cool , will be interested to see how the tunnels turn out . at the intersections can use custom lighting for smoother transition. teaandcigarettes made a really nice overview of the material in their environment, which also use world projected UVs. http://www.polycount.com/forum/showpost.php?p=1518875&postcount=23…
Thanks for replying. Yeah, I wasn't at my desktop when I made that post so the example was kind of bad. But I am at my PC now so here come the pictures: :) In the above 2 pics, you can see the kind of blending effect that I am looking for. I want to make a series of cave/tunnel meshes (modular) that blend together nicely…
Congratulations :) Such solution is available for materials with transparency. Particles, water. http://udn.epicgames.com/Three/DepthBiasBlendUsage.html Called DepthFade in UE4 https://docs.unrealengine.com/latest/images/Engine/Rendering/Materials/ExpressionReference/Depth/DepthFade1.jpg Here you would probably have just…
world space textures use the world coordinates as texture input instead of uv's. this is a good example where he uses this world space mapping as a dirt overlay: http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html if you want to paint out seams between meshes you can make a tiling material in…
Bbox's (Arid Rocks) material solution looks fantastic. I think it's the right kind of solution for my situation. But just by looking at his material nodes, I am not totally sure how it's supposed to work... Why does he add (0.5,0.5) to the UVs? And how does he get away with having no TexCoord node in his material? EDIT: I…
Thank you for the thorough explanation. :poly121: I figured out why it wasn't working for me. When I tried to emulate bbox's material I mistook the "Object World Position" node with the "World Position" node. But now it works with my new setup: So literally, all the material does is project the texture down from an…
I tried using the same World Projection method to make a material that will wrap around any tunnel surface, regardless of surface direction. I think I'm getting close to a good solution, but the blending is very awkward on surfaces that are not close to parallel with the XY, YZ, or XZ planes... I'll have to figure out how…