SethNemo
10-18-2011, 01:19 PM
Hello guys,
So, easy question but I haven`t found an answer after going through the google and Forum-Search routine so I guess the answer is more complicated. (Forum search gave me 1 result and the last post was by the thread starter who gave up on this problem ^^).
I want to create a material that changes its visual conditions when it gets hit by light. (like: no light means glowing cracks and light means seamless concrete). I know I need a lerp for this and also have the two inputs ready. I tried to play with the LightVector node on the alpha wich gave some funny but useless results. Haven`t tried it with a custom lighting solution, but I`m also hoping I don`t need to because I want to use this material on a rather big map.
Has someone tried this before or has some valuable hints were to look? I`d appreciate any help I could get :)
If this isn`t possible i`d be also interested in knowing if I can change a material based on the position of a volume so I can work around the problem by using that.
Edit: I think I might be on to something if I calculate the light vector together with the camera vector but my understanding of the mathematics involved is not high enough yet. But maybe there is also a way easier solution and I`m just error-blind. Anyways, I`ll try to test a few things on thursday (sadly my laptop doesn`t run UDK so I have to use a PC at one of my jobs...) and it would be really cool if you guys could help me out a bit while doing a "possible solutions list" :) I`ll share the finished material layout to give you a little something in return. ;)
thanks,
So, easy question but I haven`t found an answer after going through the google and Forum-Search routine so I guess the answer is more complicated. (Forum search gave me 1 result and the last post was by the thread starter who gave up on this problem ^^).
I want to create a material that changes its visual conditions when it gets hit by light. (like: no light means glowing cracks and light means seamless concrete). I know I need a lerp for this and also have the two inputs ready. I tried to play with the LightVector node on the alpha wich gave some funny but useless results. Haven`t tried it with a custom lighting solution, but I`m also hoping I don`t need to because I want to use this material on a rather big map.
Has someone tried this before or has some valuable hints were to look? I`d appreciate any help I could get :)
If this isn`t possible i`d be also interested in knowing if I can change a material based on the position of a volume so I can work around the problem by using that.
Edit: I think I might be on to something if I calculate the light vector together with the camera vector but my understanding of the mathematics involved is not high enough yet. But maybe there is also a way easier solution and I`m just error-blind. Anyways, I`ll try to test a few things on thursday (sadly my laptop doesn`t run UDK so I have to use a PC at one of my jobs...) and it would be really cool if you guys could help me out a bit while doing a "possible solutions list" :) I`ll share the finished material layout to give you a little something in return. ;)
thanks,