Can depth fade effect be faked using masked material?

On the desktop (I’ve never had any problems writing to this folder).

Yes, I’ve been using UE5.6 (Compiled from source) for two days now.

Ok, I just wrote this configuration

[/Script/Engine.RendererSettings]
r.RayTracing=True
r.GenerateMeshDistanceFields=True
r.DistanceFields.DefaultVoxelDensity=0.200000
r.DistanceFields=True

I’ll look at it in a moment… in the new project it’s compiling the shaders.
Since I’ve been waiting for 5 minutes, I’m going to take the test.

I’ll do the test, and then I’ll look at the old project and tell you.


EDITED:


The new project has the “Generate Distance Field” option enabled by default…
It has not problems!!
I’m going to made the material and try if it does work

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:grimacing: :+1:

Ok, it works In both projects.

It’s great!!

This effect has excellent performance

Thank you very much for your help @ClockworkOcean

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Yeah!!! :blush:

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Hello! First of all, thanks alot ClockworOcean, that was exactly what I was looking for! I don’t know if I should start a new post but it seems relevent here. Do you know how I could achieve this? I’m completly lost on how to create this one:

It’s a picture I found that represent exactlty what i’m trying to do. Something you’d find in some RTS when combining building interaction zones.

Cheers

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Hey @Galentine41 :slight_smile:

You might need to start a new post to cover this.

Distance fields won’t do the trick here, because the objects both need DF enabled to ‘sense’ each other, but you can’t have DF set on the masked mesh.

You might have some luck with some sort of post process, but I’m not sure.

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Yeah, that what I feared, it seems to go a very different way.
I’ll definitely start a new post for this one.

Might have to make it work with custom stencil or smth

Thanks for the (very) prompt answer :slight_smile:

Have a good one!

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