Is it possible to ‘blend’ together materials across actors somehow? Maybe some other solution?
I mean the effect that i’m looking for is following (ignoring possible Z-fighting issues at the moment):
Imagine material that is just one color, with a hard edge of another color, however if another separate actor is placed next to it - the edge would vanish and create a nice blended effect between the two actors.
Thanks I’ll look into it. I’m not sure it will fit my specific scenario but I’ll try and do the reasearch based on what you have provided but I think for purposes of original question it would fit.
Basically I have a Planet mesh formed out of hexes and pentagons which ultimately form a sphere and each one of the hexes/pents will have a material instance applied to them, I want all the instances of same type to ‘mesh’ together and have hard edges on the outer edge of each ‘patch’.
EDIT:
Issue of course being that I would somehow have to take surface normal into account when creating it, because ‘up’ for specific planetary meshes would be facing negative Z at some points and positive at others.