question for anyone who has the answer. in the material editor, if set a value for emissive, i am able to see what it does to the color of a material, but i am unable to see the bloom effect it gives off, which makes it hard for me to determine the strength. i am also unable to see this in the static mesh editor. the only…
In the UDK editor, you need to enable the 'Game View' (the G button to the left of the lock). This will enable all the post processing settings to be visible within the editor itself. Hope this fixes the problem.
The light environment was already enabled and this is the new lighting build with sythensize SH light on. It's a little better but not much of a difference =(
Can someone hook me up with the some help on the new Sub-Surface Scattering on this thing? I've enabled the SSS in the Material, but then none of the additional inputs seem to do anything.
hey guys, I can't get bloom to work anymore, it is enabled in the world properties but I see nothing... (Im multiplying a texture with a constant with the value 3 connected to the emmisive slot)
I'm sure you've already checked this, but is Lightmass enabled in the World Properties? And what is the lightmap resolution in your individual mesh properties? A value of "0" sets the object to a vertex-based solution.
Not sure how new it is (seeing as I'm a UDK noob) But in the Material Editor, there's: SubsurfaceInscatteringColor SubsurfaceAbsorptionColor SubsurfaceScatteringRadius and the property: Enable Subsurface Scattering Apparently it's a bit new, but I can't find any documentation or tutorials about it.
Hey guys, another newbie question here. When I enable the gameview mode, the texture quality of my imported static mesh seems to downsize a bit and looks blurred. Is there a setting to change it? Thanks.