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Generating normals from depth

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    Generating normals from depth

    Unfortunately the only thing you have access to in UDK is the depth buffer. I read an article on how to convert depth to position, and then calculate normals from that. How could I accomplish this in UDK?

    #2
    What is the over-arching goal of attempting to accomplish this? Normals of what for what purpose?

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      #3
      Seems like what is wanted is the surface normals in a post processing pass?

      The thread poster did post the code used there, and you could put that in the Material Editor using the functions available to you.

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