Looks pretty close to what I'm after! Camera is likely to be quite far from the material so blur quality isnt tooooo important. Did you use an inverted cubemap for the diffuse, and blurred via the method linked earlier?
I've spent a few hours hammering through the UDK material docs now, and I'm still no closer to an actual solution to this. What I want, is a translucent material which renders everything behind it blurred (as if you had put a blur filter on it in photoshop, for example). Basically, I want to make this: And I cannot work…
http://www.polycount.com/forum/showthread.php?t=75437 some combination of the above realtime blur material, a scene capture actor and some noise plugged into the distortion of a slightly transparent material might do it. would be bloody expensive though. i presume you're planning on having something affect the material in…
To do this you can just use a screenpos node as UV's I have an example of that in this shader: (top right of image) http://www.flickr.com/photos/sprunghunt/5177430382/
So I remembered how I thought of doing the block blending the first time and fixed up the framebuffer shader to be less pixelated. Turns out I've been re-inventing my way toward the ever so standard bilinear filtering algorithm... One the one hand, its nice to know that I CAN re-invent wheels.. on the other its a bit of a…
So since I realized that I was trending toward bilinear filtering on the chunking part of the shader, I implemented actual bilinear filtering between neighboring texture blocks tonight. I haven't updated the package, but the unreal object text can be downloaded here. Edit: Upper bit has block size 128, lower has 64 Just…
I understand your thinking behind the blocks, but aesthetically the effect looks too much like plain pixellation to me, I think that's what's bothering me a bit about the results. I think if I was going for a mosaic effect I'd go for a straight up, smoother-looking blur as a base and do any blockiness with a distortion map…
Alrighty sorry for the delay, here's the video. [ame] http://www.youtube.com/watch?v=mYgh3VKF-7U&hd=1[/ame] and the shader network. click for full size