Hey guys, I'm doing a tutorial right now that shows a "switch param" node, with an A and B input. My shader is now hinging on this one node because mine says "true" or "false" and seems to be giving me a different result than the tutorial. Has the node changed in recent builds? Is TRUE and FALSE the same thing as A and B???
your attachments didn't upload properly :B So I can't tell what the problem is. this thread might be worth a glance? http://www.polycount.com/forum/showthread.php?t=78202
This is what Lamont meant: As more of a general note white in your normal map is a bad idea. You should fill all the empty space with the flat normal color: R 128 (or 127), G 128 (or 127), B 255.
yup. u can set your channels like this. default texture with no vertex colors is a clean texture R. adds the cracks G. puts in the completely damaged tiles B. pools the blood starting by filling in the cracks id definitely recommend the 3dmotive tutorial on vertex painting
Quite new to UDK, made a material that blends with vertex color (alpha) between 2 textures that have scalar mixing, now my question is, is there a way to make a material that can blend between 3 or more textures? perhaps one that uses R/G/B/A seperately? Not sure how to do the nodes there. Any ideas or examples would be…