I still get crap results from this. High & low normals inverted, baked out AO in Xnormal and I get a white image with black squares all over it. Bake in Max, MentalRay gives me an image that looks like a splotchy mess. Nothing at all like an AO style map as shown by the OP.
I was able to get decent results. It's all about the ray distance. I had to set it very small in order get proper results. Otherwise it came out looking like leper flesh :|
Woooo! Looks way cool! I was actually working on something similar a few months back for a research group playing around with the all the SSS possibilities in UDK. It is a shame it's not ready for primetime for production. This volume map is genius!
Sorry for being absent during all this... just started a job at Gearbox. Anyways it took me a while to figure out how to bake the map out properly when i was first doing this. IT's all in the Ambient Occlusion options in your RTT dialogue in max.. IF i recall correctly, you have to set the distance to 0 (that way the rays…
Very nice! I agree with having more video tutorials from you. I would pay double for such good information/tutorials. That pit scene you were working on was just too good. (shaders and all) Go Canada!
As far as I'm aware, UDK doesn't allow you mess about the attenuation in the traditional sense (they even mention that in the Docs IIRC), it's extremely hacky, and half of the time, the distance node seems to act more like a glorified Dot then anything. I hope I am wrong, but all my test's so far concluded that Distance…
Hey guys, I've been working on making some cool materials lately, and TheKeg showed me Dice's document on how they do their Sub Surface Scattering inside of Frostbite 2. The technology behind it isn't anything out of the ordinary, so naturally, I decided to try and bring it into UDK. Here are the Results: [ame="…
Hey guys, thanks for all the comments! Some of you asked about tweaking and stuff like that. I definitely had to tweak the shit out of it to get it to look alright. for instance, there's an instruction in the shader that "distorts" the incoming light based off of the normals of your shader, and it didn't look that great at…
Finally got some time to mess around with rebuilding this in UDK. I was curious if anyone could offer some suggestions. I seem to get hung up on a few things. I only know real basic HLSL but I am pretty well versed in UDK. half3 vLTLight = vLight + vNormal * fLTDistortion; half fLTDot = pow(saturate(dot(vEye, -vLTLight)),…