Here's the easiest way to think about a specular power texture, it's a mix value. Figure out the lowest power and the highest power you'd like, say a power of 10 for cloth, and a power of 50 for metal (These are hypothetical values). The texture should be a weight of those values (White would be highest value, black would…
@Ruz: Try multiply your spec power texture by a constant, 100, 200, 1000... etc, until you get the range you want. EDIT: So: a pure white pixel X 500 = 500 spec power. a pure black pixel X 500 = 0 spec power. a 50% gray pixel X 500 = 250 spec power. The trick is just figuring out what values you want your end result spec…
@Ruz: Yeah 500 in my previous post was just a random example number to show the math. For your eyeball example you would determine the highest value you want your spec power to be, in this case Eyeball = 120. The eyeball highlight would then be painted with value 255 white pixels and multiplied by a constant of 120 which…
Did you connect the power adapters? Is the card getting proper voltage? Check the card settings for UDK? Also, did you un-install the drivers, then re-install?
Thank you Lamont!! I knew Epic was gonna have this covered, great to see it's this easy! LaroLaro: and if you want the Fresnel Exponent to be accessible as a parameter in a MatInstance, leave it at 1 in the Fresnel Node, and manually power it to an external Scalar parameter.
The units are just generic units. UDK uses snapping in power of 2 grids though (32, 64, 128, 256 etc) so you might want to adjust your grid in max to that. iirc the default room height is something like 160?
Any one know the best method to output video in udk? i read something about bink but i know next to nothing about it... i'm working on reel stuff and i need good non laggy(my computer isn't really powerful) quality video... EDIT: Ah i figured it out, turns out i needed to search for frame dump. but is this subject to pc…