If it is indeed the same problem as mine, then Vailias method works best. It's much easier to control in the long run on a complex shader. The other cheap way to do is to add all your nodes which are going into your Vector Transform nodes by a empty Reflection node (subtract the Reflection node by itself and add/multi it…
if that is the problem you could possibly get world up vector without a vector transform node by using a world position node, multiplying it by 0,0,1 and normalizing it.
This sounds like the same problem in Ace-Angel's Vector Transform Node =/= Vertex Colors (As of August 2011) thread. Check out Virtuosic's thread which I linked to there for a possible workaround.
Hey, Valias, thanks for the info, man. The reflection vector is brought in in tangent space, though I think it's passed to the shader by the app in world space. Which means the transform matrix has to be there no matter what and that triggers the compilation that allows for one more interpolator. And then the matrix is…
Wish I knew why, I asked Epic several times (plus emails) about said issue when I was making my master vertex material, and what is the logic behind it, but they didn't answer. I'm guessing they don't consider it a bug, but it still raises the question as to why this 'method' isn't documented for Environment Artists if…
um ok odd shader setup.. you're getting the world up vector, then adding to it to make it point off to the upper right back, then taking the dot product of that with the up vector in tangent space? Why would you do that? .. Ok when I say normalize the vector I mean use the node "normalize" to get a vector of length one so…
Thanks for the info guys. Well since its been forever since I used UDK and I am a bit rusty at it I think I might be missing something or doing something wrong. Using what Vailias said (if I did it correctly) the World Position right now is only effectually my model by height. As in the the top most part of the model is…
Cheers all. I've had precious little time to do anything 3d or udk related lately, but this is a really bizarre case. I'm sure my vector reasoning is good.. but it seems the way the actual data is getting handled by the shader and its UDK preprocessor isn't what I'm expecting. Been seeing if I can fuss with this some…