I am sure this is very basic but I looked through the Material Compendium and although it is helpful in definning what the nodes do it is not very helpful in describing there common use applications. What I want is a ring of light to travel up a cylindrical mesh and then disappear. like a teleporter emitting a ring of…
What about a gradiated mask. Excuse the spelling. But it would be black at the top and bottom, and grey to white in the middle. Basically the mask would allow it to 'fade' in and 'fade' out at top and bottom while its panning.
So I got the texture to pan up, I guess all I would need now is for it to fade in and fade out at the top and bottom of the cylinder mesh that it is applied to. Any idears?
ya gradient or vert colour, if you want to use a gradient with out needed a extra texture sample, you could mask out 1 channel of a texture coordinate node and use it as a gradient.
If you have the money, get 3D motives UDK materials part. 1 video that Ryan James Smith made. It goes over holographic materials, and talks about adding a material mask, the the channels you would need to use.
How would I go about doing this? I assumed if I were to take an alpha and plug it into the Opacity Mask input that has the blend mode set to Blend_Masked, that It would fade in and out. But I cant get it to work. here is a screen shot http://i229.photobucket.com/albums/ee301/knak47/Polycount/matyerialMasked.jpg
Since this is a one dimensional fade try using 1-((WorldPosition - ObjectWorldPosition)/ a number equaling your object's height in UU) plugged into a component mask for Blue. That will give a fade from white to black evenly along the height of the object. Used for opacity, it should fade things out as they move up. Adding…
I'll have to check the video again, off the top of my head I can't remember. You could always ask the guy who made the tutorial. His name on the forums is virtuosic.
I think you have to make the material BLEND_Translucent, BLEND_Masked as far as I know takes the edge of a 1 bit alpha (like in a dxt) and anti aliases the edges so they aren't hard.
Ok I will probably go with the gradient mask approach. Where do I plug it in, the opacity mask input? And does anyone know where I can find a resource that shows the nodes how they are most commonly used. Because as I said the material compendium just provides jargon about the nodes. I would like to see there uses in…