I was quite surprised about the performance of the BumpOffset-Node and so far got some quite nice-looking gravel and sand-materials for my landscape.
However, the lack of self-shadowing is obvious This would improve the materials a lot as the map is set in late afternoon-lighting with incident sun light at low angles.
I tried this approach that worked quite well in UDK3 but now does not seem to work anymore. It tells me that the âLightVectorâ-Node can only be used in deffered materials or decals?
Push
Does someone has an idea of how to approach that? I have a couple of materials that would really benefit from it. I got the bumpoffset to look really nice but it would be soo good if the bumps would actually cast shadowsâŚ
The difficult part is that a material cannot directly reference lighting anymore due to the deferred rendering pipeline and you have to use a Dynamic Material Instance with Vector and Scalar parameters in Blueprints to call reference of the lighting.
Hey, thanks! This looks extremely interesting; Iam going to give it a try tomorrow
Hmm, and yes, it sounds performance-heavy, so I guess itâs recommendet to use this only on few instancesâŚ