It's my first time working with the material system in UDK and I've stumbled on this weird error. I've been trying to get the glossiness to work as it does in Max, and from what I read online, the best way is to plug a Lerp node into SpecPower with min and max constant node values plugged into A and B and the glossiness…
Change the Alpha input of your Lerp to one of the output channels of that Texture Sample rather than the RGB output. RGB output (the black square) is all 3 channels R, G, and B in one. EDIT: You need to feed the Lerp's alpha input a single channel such as Red, Green, Blue, or Alpha channel output from the Texture Sample.
Bring up the texture properties in the content browser and set it's LODGroup to TEXTUREGROUP_RenderTarget. You'll have to do this for each texture that has a resolution greater than 1024. You can also set the texture's LODBias to -2 to make the textures LOD further away from the camera (makes them appear sharper up close).…
Ah thanks guys it works! I just put my glossiness into the alpha of my normal map so I have even less maps, so it's perfect. While I'm at it, I had another question about texture sizes. Right now, UDK compresses automatically my textures by half (my 2048s are compressed to 1024), how do I prevent this compression as I…