0.5 0.5 1 should not be your "flat" normal, when normal maps get pulled onto a graphics card get get unpacked from "0 to 1" to "-1 to 1" so a flat normal in a material editor is actually 0,0,1 Also you do not need to normalize your light vector it's already a normalized tangent space vector the way custom lighting should…
It won't let me use a worldNormal node in a pixelshader input. Either way, I'm quite certain that you have to do it with two diffuse calculations, otherwise you won't get the RGB channels to differ and get the desired effect. I mean, no matter how much you modify the normal input of one diffuse calculations you will only…
Hey guys. I wanted to try to get blended normals in an UDK material and I don't know how to approach this or if it's even possible? I know how blended normals work in theory and I've created this with other software, just not with udk... yet. In very few words, you need to do two diffuse calculations, one with normal map…
Aha, thanks Jordan. I couldn't find that malehead package you're referring to. Only a base material for Male Characters (i think) and lots of instanced materials. When using the MLM_Custom type material, does it get lit with anything else besides the CustomLighting slot? I tried to keep it basic just to create the diffuse…
Ah thanks. Is it the CustomLighting or CustomLightingDiffuse I'm supposed to be using? Can't really seem to get either of these to work. Any secrets surrounding these? Right now I'm stuck on trying to reproduce Blinn-Phong diffuse shading using the CustomLighting/CustomLightingDiffuse as a first step.
Kodde, you're a bit confused here. Unreal's normals work in tangent space by default. That means whatever you input into the Normal slot, is transformed to world space behind the scenes before it is eventually applied in the diffuse calculations. I know this is kinda weird compared to how you're probably used to work, but…