[Bug] Changes to Material Panners have caused incorrect UV math issues.

ue4-archive
Tue, 11 Mar 2014 01:54:42 +0000
Rendering

I’m not entirely sure where this issue is stemming from, but I hope the following screenshots highlight the problem I’m having. I have re-created a material network that I created in UE3 to UE4, but there are apparently some math differences in the way the panner nodes now work, which is causing it to break/render incorrectly.

The idea is to add a second layer of more interesting UV distortion, this is the material network in UE3, all the nodes are commented with their values and ‘live preview’ is switched on, so you can see exactly what’s happening at each node:

I then re-created this network in UE4, but as you can see, the panner nodes offer quite a different preview, setting negative panning speeds in the panners actually seems to cause them to preview completely incorrectly, and this is having an effect on the resulting math that follows, the difference between the UE3 and UE4 material is quite substantial and broken.

A more obvious example is probably here, where I’m using another layer of distortion on top of the original, again, the UE3 preview shows the correct result, whereas the UE4 preview is completely blacked out on some nodes due to the negative values in the panners. This is causing some strange tiling on my resulting material.

I’m not really sure how to explain the issue further, but you can see the difference in the nodes themselves, and this is causing an issue with my final material.

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