Community Tutorial: Virtual Plane UV's

In this tutorial I’m showing how to use Virtual Plane UV’s node in unreal materials for some fake geometry.

https://dev.epicgames.com/community/learning/tutorials/DPJL/unreal-engine-virtual-plane-uv-s

Hi Perro,
I followed your tutorials of Virtual Plane UV’s, they are great and I didn’t knew this node existed until I watched your video.

But I have a question, I don’t know if you would know the answer, but there aren’t any type of oficial docummentation about Virtual plane UV’s so you are my only chance of knowing if there’s a fix for this.

There’s a weird issue if you try to use the Virtual plane where the depth goes wrong and the VP is placed always on top of a translucent object even if it’s on the center position of the VP.

Per example, imagine I place the object in a sphere and I make the shader masked (making the top of the mask the VP, like the watter bottle of your video), and I want to place on top some fire particles, the issue would be that the particles would be drawn behind the VP independently if they are positioned in front.

Hope you know how to fix it, that would save me for a good one… or at least that this posts helps to the Unreal devs to make an oficial documentation about it.
Have a great day!

Hi, I tried to recreate what you said and I can’t find this error, please give me more info, so:

  • You have sphere with virtual uv similar to my video, and you’re trying to put vfx particles inside the sphere? If yes, you will not be able to see particles, because fake surface is rendered on the sides of the mesh, it is just faking to be inside the mesh.

  • Is there something special about virtual plane material? 2sided, nanite, translucency?

  • Is there something special about particles, same things

issue might be also related to translucency sort, in mesh details look for “Translucency sort priority” and play with it.