try replacing the lens flare nodes in your material with occlusion percentage node (I think thats the new name) I believe a change went in that broke the old nodes :(
Is there a way to transform a reflection vector without the transform node? Vertexcolors don't work when you use the transform node... I need a correct cubemap AND vertexcolor. "Warning: VertexColor is mutually exclusive with the Transform node due to limited interpolators. If you use both a Transform node and VertexColor,…
Ok, I have the shader completely finished and exactly like the example, but i'm getting a couple of errors that I don't quite know what to make of. [Node WorldNormal] Invalid node WorldNormal used in pixel shader input! [Node DepthBiasedAlpha] Invalid node used in vertex/hull/domain shader input! I'm 99% sure they are…
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???
Pull the node out from the previous build in the, put it in the current, and then start the app. Unless they blocked it completely. If they blocked it that way (maybe looking for the exact name), then make a new node and copy and paste the text.
Now that Max 2011 has a node based material editor, would it ever be possible to create custom material nodes that convert directly to UDK? Like some sort of UDK material plugin that gives you all the nodes found in UDK. Just thinking out loud, this would be neat, but I think I remember reading that a lot of Slate isn't…
Is there a way, using spawn time in cascade, to zero the time node in the materials editor? I want the linear interpolation I've set up for a particle's material to begin when each particle spawns. Edit: Found out that you use the DynamicParameter node for particles in the material editor and cascade, have it set to…
Enable Per-Pixel in the Material, and make sure you have a Reflection vector plonked in the Transform node. If you want to use the Custom Reflection Node because you need a Normal Map, you have to add a null Reflection Vector somewhere so that vertex works.