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  1. #1
    MSgt. Shooter Person
    Join Date
    Aug 2012
    Posts
    59

    Default material blend modes

    i've been playing around with the material editor for a while and iv'e only managed to get an absolute mess.

    is there a way to combine(in effect) the BLEND_Additive and BLEND_Masked modes for one material? or do i need multiple UV's for a mesh that uses these?

  2. #2
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,502

    Default

    There should be no reason to want to mix blend modes. What are you looking to do exactly?
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  3. #3
    MSgt. Shooter Person
    Join Date
    Aug 2012
    Posts
    59

    Default

    Thanks for reply, basically i want to make an opaque material for the mesh, but also have an emmisive(translucent part) that turns on when the player is near

  4. #4
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,103

    Default

    Emissive means glowing, not translucent. And for meshes with opaque and translucent parts it's best not to use a single material for the whole thing. In your case make the opaque part and the translucent part as two separate meshes, or as one mesh, use two different materials on the pieces, one material with the default blend mode for the opaque part, and for the translucent part use a blend_transluscent material with the opacity channel used for your translucency. To change that part from opaque to translucent, use a scalar parameter with a value of 1 for the opacity and use that scalar parameter to switch from opaque (scalar parameter as 1) to translucent (scalar parameter as 0). For it to happen gradually you may need to use a script that takes into account the players distance from the object.
    Last edited by JessieG; 08-20-2012 at 09:00 PM.

  5. #5
    MSgt. Shooter Person
    Join Date
    Aug 2012
    Posts
    59

    Default

    yep, i know that, but i want to have a semi-translucent emmisive.

    Thanks for the help though i would like to know a little about using multiple materials on one mesh,
    any tutorials you could point me to would be great

  6. #6
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,103

    Default

    You can do semi translucent glowing the exact way I just said. Just change the scalar parameter to a value between 0 and 1. A value of 0.5 would be semi-transluscent halfway between opaque and invisible. You can use this on an opaque or transluscent material for the semi transparent look.

  7. #7
    MSgt. Shooter Person
    Join Date
    Aug 2012
    Posts
    59

    Default

    OK, thanks, i'll just have to get used to these things.

    one person making a commercial game could take a while.


 

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