Author : afisher


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Jarm's Avatar
Old (#1)
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.
Offline , vertex, 30 Posts, Join Date Jun 2009, Location Boston Send a message via AIM to Jarm  
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Xoliul's Avatar
Old (#2)
You want to parametrize the speed? Just multiply the time with something before you plug it into the Panner.
Offline , card carrying polycounter, 2,432 Posts, Join Date Oct 2008, Location London, UK Send a message via MSN to Xoliul  
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Jarm's Avatar
Old (#3)
Ah! Thanks a lot! I had tried all sorts of math solutions but didn't think to actually use the Time node...

Thanks again
Offline , vertex, 30 Posts, Join Date Jun 2009, Location Boston Send a message via AIM to Jarm  
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tammers's Avatar
Old (#4)
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
Offline , null, 1 Posts, Join Date Feb 2012,  
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Butthair's Avatar
Old (#5)
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.
Offline , triangle, 257 Posts, Join Date Jul 2011, Location House  
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imbueFX's Avatar
Old (#6)
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.

Last edited by imbueFX; 05-01-2012 at 08:19 AM.. Reason: Grammar Police
Offline , triangle, 252 Posts, Join Date Nov 2011, Location Denver, CO  
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sprunghunt's Avatar
Old (#7)
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.
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Offline , polycounter, 1,288 Posts, Join Date Apr 2005, Location Massachusetts  
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imbueFX's Avatar
Old (#8)
Ha very interesting approach! Never thought of it in such simple terms, thanks for sharing.
Offline , triangle, 252 Posts, Join Date Nov 2011, Location Denver, CO  
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Obscura's Avatar
Old (#9)
I was in trouble with this in the last few days, but now its working how I want If anyone interested how:

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.
Offline , triangle, 374 Posts, Join Date Jan 2011, Location Hungary  
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Santewi's Avatar
Old (#10)
You know, you could've just added a value to the texture coordinates.
Offline , spline, 153 Posts, Join Date Mar 2012,  
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Obscura's Avatar
Old (#11)
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.

Last edited by Obscura; 04-25-2013 at 02:54 PM..
Offline , triangle, 374 Posts, Join Date Jan 2011, Location Hungary  
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