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Daniel Doerksen
08-25-2010, 01:40 PM
trying to get some grass to look good, how ever im getting a harsh blurish bloom effect(my specular map inst white at all), along with too much SSAO.

I did a quick search and couldn't find anything of use to me. could anyone give me a helping hand in a decent material setup for grass.

Its currently Unlit, masked and one sided material. light by a dominant directional, 1.9intensity
http://img844.imageshack.us/img844/9905/grassproblem.jpg

ZacD
08-25-2010, 02:01 PM
I dont know the udk very well but you should make it so the grass doesn't cause ssao.

Daniel Doerksen
08-25-2010, 02:22 PM
yea i agree completely i just dont know how to

Daniel Doerksen
08-25-2010, 09:33 PM
so it has to do with the foliage layers, i believe if i place the meshes manually its fine. does anyone have any ideas to shed some light on this?

ParoXum
08-27-2010, 03:03 PM
just use the highest SSAO quality instead of default one. You cn change that in the default postfx chain.

Set you grass normals upward and put a 0.5 value in transmission mask, that should help sell it.

Also, get a ground texture that meets the model color or the oposite, and dont overdo the DOF, it's mostly killing it right now, and that's why it looks weird to me.

Daniel Doerksen
08-27-2010, 05:05 PM
thanks paroxum, just what i needed

PatrickL
08-27-2010, 05:24 PM
just use the highest SSAO quality instead of default one. You cn change that in the default postfx chain.


Care to elaborate on this bit?

Daniel Doerksen
08-28-2010, 09:27 AM
well i had no idea where it was either, but it sounded like the quality was off, so i did some digging found out how to create a post effects chain, then i just took on that was already made in udk that was default and cut the things it didnt want in it out and played with the SSAO to get it right. heres a link

http://udn.epicgames.com/Three/PostProcessEditorUserGuide.html

essentially you can create one of those and place it in world info to further tweak post processing effects.