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Dynamic object opacity

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    Dynamic object opacity

    I am setting up a material which lets me update its opacity based on the world space position of where it gets hit.

    I am trying out the Sphere Mask and for a single hit it works so far.

    What I would like to obtain is to hit an object and each time spawn a different Sphere Mask.
    The problem is that the material is already generated.

    A possible solution would be to "prepare" a set of SphereMasks and assign a value to each of them programmatically (using a circular buffer, maybe?).

    Another solution, but I do not know if it is feasible, would be to somehow store the mask generated by the SphereMask in a buffer within the material.
    This buffer would be multiplied or added by the current value of the spheremask.

    Click image for larger version

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