|Shader Making help needed||Post Reply|
|May 24 2013, 12:35am Anchor|
Hello im trying to make some things happen and its actually in a variety of platforms ,
SinKing bumps me thread
|May 24 2013, 10:05am Anchor|
I'm not sure about your problem, but when something is greyed out in UDK materials that usually has to do with the material type you use. For example, usually the opactiy node is greyed out, but if you want to mask something (with an alpha), you have to change your material type to masked_soft, masked or to translucent and you will see the different inputs get black/usable.
Another thing is, below in the material settings there is usually a value, for example: 1. This determines when the material becomes masked. 1 stands for black in this case, so nothing may happen when you connect a mask. The lower value you chose, the more of your diffuse becomes visible through the mask. 0 stands for completely visible (white), 1 for unmasked/black.
Also: mobile games don't use terrain at all in UDK, so you HAVE TO import a mesh for those. It depends on your model resolution and the purpose, but you can always import a mesh as terrain. However, using terrain in UDK/PC games is the better option, because it is optimized for streaming and lighting.
I think tutorials are plenty. If you want some basic ideas for materials go to this (official) site and start rebuilding the materials you find there. In UDK materials the main shader compound is always on the left (the big container, and your original textures are on the right. All the nodes inbetween are used to change the original textures in ways that make them useful for a certain purpose). Material Links UDN:
Edited by: SinKing
|May 24 2013, 6:35pm Anchor|
Thanks man, though its the terrain import function thats greyed out.
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