I managed to replicate this effect in two worlds now, the way I did it was that I changed the visibility of several black cubes surrounding the interior to visible once the player enters a house for example. While this solution worked, it was very fiddly and took a hell of a lot of time to tweak and set up perfectly. There must be a better solution than that. I looked into enabling a fog that would darken the world entirely and to mask that fog in the interior location but that doesn’t seem as a possibility. So I thought, what better to do than ask the question here and see if there’s someone more informed than I in these matters.
This solution, while it does work, does not exactly capture what I want, the player will not be able to see the whole interior and if he’s at the edge of the room, then he’ll get to see the outside. I want to more like transition the player in a way that hides all the outside with a layer of black while only showing the interior. Is this a possibility perhaps?
This is how I’ve been doing it so far, but its not ideal. It’s very hard to create a proper mesh when dealing with not just basically structured rooms and several floors. I hoped there was maybe an easier way or atleast a faster way to do it.
I wonder if you could build a postprocess material like this and slap that on a mesh that surrounds the zone you want to be in. Of course, you’d have to figure out how to invert it.
While I have been able of replicating a similar effect, inverting the post process seems to be the problem. This thing is turning out to be more complicated than I initially anticipated.