Hey guys, I'm doing a tutorial right now that shows a "switch param" node, with an A and B input. My shader is now hinging on this one node because mine says "true" or "false" and seems to be giving me a different result than the tutorial. Has the node changed in recent builds? Is TRUE and FALSE the same thing as A and B???
yup. u can set your channels like this. default texture with no vertex colors is a clean texture R. adds the cracks G. puts in the completely damaged tiles B. pools the blood starting by filling in the cracks id definitely recommend the 3dmotive tutorial on vertex painting
Quite new to UDK, made a material that blends with vertex color (alpha) between 2 textures that have scalar mixing, now my question is, is there a way to make a material that can blend between 3 or more textures? perhaps one that uses R/G/B/A seperately? Not sure how to do the nodes there. Any ideas or examples would be…
^ that wouldn't make much sense in this case, since then i'd have no free blue channel to use. kyle.rau: thanks again. i've done a little experimenting and basically i've come to the conclusion that the freed up channel isn't usable for anything more than simple masks. the greyscale spec map i tried using in B gets raped…
Think you just right-click it, unload, then delete it in explorer. There's an explore option in the same menu. ... Was messing with lightmass bakes and kept getting these weird splotches of blue. On other tests there were splotches of r, g and b. They seem to appear in the same spots regardless of textures or light…
If you can, use Landscape as Terrain is eventually going to be phased out i believe. However, if you are using landscape and this happens, its because: a) the material isnt set up properly b) you have to paint the landscape after you apply the material. sometimes when you apply it, it will go black. once you start…
I have a workflow question i want to ask... ( new to UDK) Do you : a) build a base layout in your main app ( Max in my case ) and finish adding assets in UDK or b) build everything as modular as possbile in your main app and put them together in UDK. The main issue i'm having is that i find it much easier to assemble…