As far as I know this happens in DX11 mode when you're using depth biased alpha. It only affects the material preview though and should work fine in the editor You can either switch back to DX9 mode or unplug the depth bias alpha node until you've finished with the other components of your shader and then plug it back in…
Has the new SSS been "removed" from the newer releases? Setting AllowSubsurfaceScattering=True in the BaseEngine.ini file of the UDK-2011-01 release gives the option to check the Enable Subsurface Scattering tickbox on a material, and get the new SSS functions working on that mat (SubsurfaceInScatteringColor,…
oXYnary: About the normal map seam. The main problem here is that your seam is mostly horizontal when it should be vertical also it really needs to be on a flat surface. Here's an example of a proper UV mirror for UDK. Disregard the part about light map UVs since your object will be dynamic. Sorry not too sure about the…
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,…
Nothing major, but I figured I'd post a couple of notes on the new May UDK. By default, the HDR Tonemapper in UTPostProcess_Console is enabled, and for me this resulted in my scene being extra contrasty so that will need to either be edited or disabled to get your scene look back. Of course, you can use the color grading…
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…
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 :(
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???
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…
Sorry, I think I might have not been as clear as I should have been on what I'm trying to do. I'm not trying to modify the Environment Color, I'm trying to call it in my shader either with HLSL or with the nodes. Unreal's Phong lighting model, for example, combines the diffuse with the Environment Color in the areas on a…