View Full Version : Issues with Image Based Reflection! :)
03-04-2012, 04:46 PM
I use in my scene some Image based reflections and decals.
The problem is that the the Image based reflection didn't
take care about the specular, normal map of the decal
(you can see a picture here (http://dl.dropbox.com/u/13264915/projet-vrac/udkproblemdecals.jpg)).
And the second issue is that I would like to animate an emisive light
and match the animation to an IBR animation.
If anyone have an idea of how can I do that :)
Thank you very much in advance!!!
03-08-2012, 07:05 PM
I find a way to animate the IBR in Kismet!!! YEAHHHH!!!
But still don't understand why it didn't work well with my decals :(
Any ideas are welcome!!! :):):)
03-12-2012, 05:21 AM
I haven't worked a lot with them and it's been some while, but you have some options available in Matinee like toggle track (turn them on/off) and I think you can also change color tint for them.
03-13-2012, 05:55 AM
Is your material masked or translucent? If it's a trans try setting it to masked. I haven't used decals much but I remember something about them preferring to be masked for normal and spec to work correctly.
03-16-2012, 05:57 PM
Hello guys! Thanks for your answers :)
Yeah Money, there is a track for changing the color (color property track) and I animated that from white (for showing it) to black (for hiding it) and it work!!! toggle work too, but didn't work with fade in, fade out!:)
Hello King mango!!! My material is in transluent. I tried quickly putting the decals mat at masked and it didnt show me the IBR :poly122: I tried to build light only on the selected decal but didn't work neither, tomorrow I will try to build light in the whole scene. The thing is that I build lights in preview, is that can affect the IBR on decals? and perhaps my computer is too weak to handle that and UDK decide to dont show it? That making me crazyyyyy :poly142::poly142::poly142:
Thank you guys!!!
03-16-2012, 06:16 PM
I think changing just Alpha channel 1 to 0 in the color property track could essentially do a fade in and fade out effect. Though been awhile since I worked with those really.
03-16-2012, 06:26 PM
Yeah that way should probably work too!!!
Thx for the help!!!
03-17-2012, 01:12 PM
I tried to do the decal in a simple scene and add a Image Based Reflection,
I put the decals material in Masked, and it doesnt work, it doesnt show the IBR :(
I tried diferents combinations but only the decals material at transluent work more and less, because I see the IBR but it doesnt take the normalmap property :(
Any other idea?
04-14-2012, 05:49 PM
I'm totally block with the IBR not working well on Decals :(
and no way to find some help on some existing threads.
then if somebody have any idea that could be cool,
and then i probably write a little tutorial to make that new technology more easy to use :)
Thanks guys :):):)
04-14-2012, 07:02 PM
Are you using a decal material specifically?
04-15-2012, 06:15 AM
Hello King Mango!
Yes, I'm using a Decal material.
Thanks King Mango for your help :):):)
04-15-2012, 07:45 AM
Hello there! Just find the aswer!!! Thanks a lot to King Mango and Chris Albeluhn!
On the DECAL MATERIAL put the Blend Mode to BLEND_MASKED And In D3D11 >
Enable USE IMAGE BASED REFLECTION. Then rebuild the light in Production quality.
I just attached a picture to show it better!!! http://dl.dropbox.com/u/13264915/pro...l-solution.jpg (http://dl.dropbox.com/u/13264915/projet-vrac/UDK-ibrdecal-solution.jpg)
That was easy but it cost me so much time to find out :poly142::poly142::poly142:
Thanks again to the people who help me!!!
If you have any question, don't hesitate to contact me :)
04-15-2012, 03:54 PM
04-18-2012, 09:24 AM
Sorry new guy here to the forums. Just wanted to throw my 2 cents in. Ive been working with UDK ofr a couple months now and i also have found this to be problem with the newer UDK features. When you start working on your FX and lighting and such always use the production mode. Pretty much anything below the production setting wont show the DX11 stuff. At least thats been my experience with some things ive been testing.
04-20-2012, 05:59 PM
Yeah! Look like the new DX 11 work on production light build :S that's my experience too!
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