View Full Version : UDK panner parameterization
Hey all,
Is there any way to effectively parameterize panners within UDK materials?
The Time slot on the node only refers to starting point. Any sort of math operations that I've tried to the left of the node seems to effect only the texture coordinate data and not the movement speed data.
Thanks.
Xoliul
11-29-2010, 02:53 PM
You want to parametrize the speed? Just multiply the time with something before you plug it into the Panner.
Ah! Thanks a lot! I had tried all sorts of math solutions but didn't think to actually use the Time node...
Thanks again
tammers
04-29-2012, 10:58 PM
hi,
i was wondering if there was a way to parametertize the panners Speed in the X and Y. Say if in the material instance you wanted to control the direction the UVs were panning.
thanks
t
Butthair
04-29-2012, 11:45 PM
For fine control in X and Y, try using an Append Node, append two constant 1 nodes together then multiply.
I know this works when controlling UV scale for Texture Coord Nodes, but haven't tried it for panners.
imbueFX
05-01-2012, 08:13 AM
I think just appending two scalar values will not allow you to control the panner axes individually.
I think the only feasible way would be to actually use two panners, one panning on X and another one Y. You could mask each one accordingly and then append those together.
sprunghunt
05-02-2012, 05:59 AM
You can just make a panner manually. It's just UVs with time added to the U or V values.
Once you've got that setup you can just make each component a parameter. Or add extra nodes to control whatever you want.
imbueFX
05-02-2012, 08:04 AM
Ha very interesting approach! Never thought of it in such simple terms, thanks for sharing.
Obscura
04-24-2013, 05:50 AM
I was in trouble with this in the last few days, but now its working how I want :) If anyone interested how:
http://img405.imageshack.us/img405/9720/pannerparametersolution.jpg
I use this to place "decals" (like a graffiti for example) to my material. I know udk have its own decal system, but this is better if I want to use a decal on a vertexblending material (like plaster goes to bricks) where the normalmap can be different at some places.
Santewi
04-25-2013, 01:09 AM
You know, you could've just added a value to the texture coordinates.
Obscura
04-25-2013, 02:51 AM
Well, actually I didn't know this, I just tried to solve this problem, and this was the first properly working solution what I found. And btw, If I would use the add with separated axis parameterization, then it would be one more expression. So I think mine is good too. Correct me if I'm wrong.
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