Actually I'm pretty new to a lot of things. Right now I have a reflection vector going into a vector transform which is going into the blurred cube map to be multiplied with the diffuse texture. Could you explain what you mean about using the normals there?
I'm setting up a customlighting material and I would like to use an ambient cube map for the diffuse lighting. Does anyone know if there is a way to export a cube map from UDK into something like xNormal for generating the ambient map? If there's a way to make the map in UDK with decent results that would be helpful to…
Sure. The reflection vector is based on the camera vector reflected around the normal. Which is what you want for reflections. You want to know what color is out in the world at the equal, and opposite, angle to your view of a surface. For lighting you want to feed your surface normal into the vector transform, so that you…
Looks do-able. http://udn.epicgames.com/Three/RenderToTexture.html#Saving%20static%20captures Cubemapgen is great for blurring cubes. I put a tutorial here. http://wiki.polycount.com/DiffuselyConvolvedCubeMap#AMD_Cubemapgen