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Ward (anisotropic) Specular Help...

Hi all,

So I've been attempting to create the ward (anisotropic) specular type for some cloth shaders in UDK. I found this blog which has screenshots of how to create the different types of specularity. I'm pretty sure its the exact setup from the example image but I'm not getting the same result (image below)...

http://i.imgur.com/Ry1Zd7o.jpg

Blog:Scroll down to see the Ward (anisotropic)setup...
http://oliverm-h.blogspot.de/2013/05/udk-custom-lighting-model-materials.html

You can see that the specular type is wrong, also that I'm getting a really harsh black shadow which just looks ugly :(

Anyone have any ideas where I've gone wrong? would really appreciate the help :)

Thanks
Mike

Replies

  • almighty_gir
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    almighty_gir ngon master
    expose the "direction" node as a parameter, and try adjusting it in a material instance and seeing what happens.

    the harsh black shadow could be down to your lighting setup.
  • MikeFriel
    Hi Almighty,

    Thanks for you're reply...

    So it seems that if I change the direction I get the desired specular result, changing the value from the green channel to the red channel :) a bit weird as in the example you can clearly see that he uses the green channel for the direction :S

    Unsure about the lighting setup? Do you mean how its calculated in the material or the lights in the scene?
  • almighty_gir
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    almighty_gir ngon master
    could be one or both of those things.. your exammple looks like it's coming directly from the material editor window, while his is in a scene with global illumination/directional lighting.
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