So now I am a bit confused...What custom Per-Pixel Reflection map node are you reffing too? Is this something that you wrote in HLSL? Can you try and explain what your end result is and maybe we can come up with a solution / work around.
Hey to all, I was wondering if any kind soul could fill me in on how to create in UDK a Tangent to World function without the need of the blasted node which keeps on killing my vertex colors. I was scanning some information, and all of them seems to point at at this: Normal Vector, Binormal Vector, Tangent Vector ->…
Lol.. figured I'd duplicate something Epic did because I didn't notice it... identical node structure too with different placement in the graph lol. Short answer to your actual question: kinda. You'll need to do a matrix multiplication to get the tangent space reflection vector into world space. the mul(vector,matrix) hlsl…
No-can-do my good Sir, I'm using the custom Per-Pixel-Reflection function with a Normal Map, for Pixel Camera to work, I need to have a standard Reflection node, which doesn't account for a Normal Map, and which is also very expensive. So basically, I'm adding about 10 instruction to my entire shader everytime I need to…
The ones found in UDK function library, it's called CustomRelectionVector, you can feed it a Normal Map and acts just like a Reflection Node, but I'm trying to find a way to avoid Transform to World Node due to certain issues.