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Help : Reflective Water?

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    Help : Reflective Water?

    So I've been following the 3DBuzz video tutorials on how to make water reflective, and all was going well. Now, whilst I'm actually trying to make the Material for it, I'm getting an error saying (Node TextureSample) TextureSample> Missing input texture.

    The problem is that the error goes away in the video after he connects the reflection vector to the mask, and in the preview you can actually see the material reflecting the room, from the ScreenCaptureCubeActor.

    Sorry if I've been explaining this awfully. I'm still pretty new to UDK and have absolutely no experiences with Materials whatsoever.

    The video I've been following is ; It's around 1.46 where his fixes, and mine doesn't. Bear in mind I've been following it step by step precisely through the whole thing.

    Any ideas guys? Any help would be much appreciated, and sorry for my awful explanations!


    do you assign any render target texture?


      I'm not quite sure. I just follow the video through it and I'm not actually certain what I've been doing. I realise thats an awful way to learn but with a deadline coming up I'd rather have it working and come back and understand it later haha.


        He probably uses a different way of reflections... dunno... but maybe this can still help:


          Here are the steps to get (basic) reflection in a material:
          Open the content browser, go to the Actor Classes tab, search for the "SceneCaptureReflectActor" and select it.
          Right-click in your scene, choose "Add SceneCaptureReflectActor Here".
          Move the reflect actor you just added to where your want it to act as a mirror.
          Back in the Content Browser, create a "New TextureRenderTarget2D" in your package.
          With the render target you just created selected, go back to your scene and open the reflect actor's properties (F4).
          Search for "Texture Target" and click the green arrow to assign your new render texture as this reflection's target.
          Bring the TextureRenderTarget2D in your material editor like you would any other texture, create "ScreenPos" and "Mask" (C) nodes.
          Tick the "Screen Align" box in the ScreenPos node, connect it to the Mask (which should have R and G selected by default), and connect that to the render texture's UV input.
          You can now use the render texture more or less like any other texture.

          Here's a more detailed UDN document:

          I just listened to that tutorial's first part and he uses a cubemap instead, which should also work. If you follow his steps precisely the error you get should disappear.