Hey to all, been reading on this: http://udn.epicgames.com/Three/TextureDefinedSpecularReflection.html#Settings Which is cool, but I get this instead: I tried everything that comes to mind, from putting up a hacked in Transform node, to keep the Blue channel as an additive from the RG, and none of them seem to work. Much…
no worries. The transform will be the biggest thing to set up. It will need a custom node since its going to need a mul(vector, matrix) operation that isn't exposed as a UDK node. I'll need to revew how to do that exactly.. been a while since I was messing with matrices.
Damn you and your interesting problems! I need to sleep some time! :P I'm on to something Very early test to see if my thoughts held any water. They DO and I'll see if I can make this work later on. The short of it is this: Transform the object's normals into Light space(in this example they're in view space since that's a…