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Can I use an object's visibility as a mask for an opaque material? Custom Depth? Render Targets?

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    Can I use an object's visibility as a mask for an opaque material? Custom Depth? Render Targets?

    So I want to capture the visibility of an object and use this as a white against black mask to mask out aspects of an opaque material.
    I got so far with Custom Depth (although I couldn't actually see it working, all was black) and SceneTexture, but realised this was only possible with Translucent materials.
    So to clarify:
    Let's say a sphere is occluded by smaller spheres. I want only the visible parts of the larger sphere as white against an otherwise black mask. I then want to use this image, in real time, as a mask to be used in a lerp mode.
    Is this something I need to do with Custom Depth, Render Targets, Post Process Materials and the like? If so, how?
    Any help on this is greatly appreciated - I'm so close to achieving greatness, this seems to be the final hurdle!

    #2
    It depends on what exactly you're wanting to do with that mask once you have it. The mask should be easy enough to make using Depth Stencils.

    https://www.tomlooman.com/the-many-u...h-in-unreal-4/

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