Thanks again guys. Ehsan Gamer - hang tight... i can't say anything but it's possible that what you want is right around the corner :) computron - Alot of those photoshop blending functions actually utilize the custom code node for the blends. you can look at the networks themselves if you are curious how they put them…
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…
IIRC one of the later builds of UDK from last year added material functions. some of them are node based reconstructions of the photoshop layer blend modes, and various filters. it sounds like what vurtousic was looking for is already availible in stock UDK through one material function node.
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="…
Yeah, the Custom node is great. I've used it a few times to implement more complicated algorithms when I can't be arsed to translate them into a web of nodes (or, as you've already mentioned, when the HLSL method isn't available as a node). One thing to be aware of is that the Custom node doesn't compile as cleanly as the…
This looks stellar! The effect is pretty cool, too bat that it has these downsides. Could they be fixed if some experienced shader programmer would invest some time into this or is it outright impossible to do right now? I'm hoping that I don't ask for too much here, but could you upload this scene? I'd love to play around…
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)),…