Hi Polycounters! Are there any particular ways in which to recreate some Photoshop blend modes within UDK's Material Editor? (Blending between two textures instead of blending between layers.) I know the simple ones: Photoshop's Multiply = UDK's Multiply Photoshop's Linear Dodge = UDK's Add But are there any relatively…
any extra stuff done in UDK will cost more. if you do it in photoshop its just one image. if you do it in UDK its atleast 2 images plus the shader nodes to do it
Quick question, moderately related to this: Does anyone know if the performance hit is more severe adding an overlay image to a texture in UDK or just doing it in Photoshop and importing as a separate image? Or is this a 'how long is a piece of string' question?
Hmm that linear interpolate may be what I'm looking for. Basically here is my situation, i have 1 texture that needs to stay static, and another texture that can change color on the fly to match the other texture's colors.( basically darken it) I can match the colors pretty close in photoshop, but not in UDK. Here is what…
So I gather that if you want to create two materials - one dirty and one clean - then you may as well make a clean diffuse and dirty diffuse in Photoshop and import them into UDK. Rather than making a clean texture and grunge texture in PS and combining them in UDK. Thanking you kindly.
Thanks for the suggestions Money, I wish that i could do step 2 in photoshop,as it would ruin the other use for the texture when its in its in its unchanged color state. I had attempted the power nod setup to try and build step 2 with that but it seems to lose some color data on a few pixels. Yeah I could get better color…
Probably gamma affecting it so most likely that's the reason why your setup isn't giving proper result. In the texture properties window SRGB should control if it gets corrected or no, so have you tried checking/unchecking that on your textures and testing it then. Also Lerping is one way to do it, however when one of your…