Hi,
I’m trying to create a fake shadow for my character using decals.
In my character component I have a SceneCaptureComponent2d right above the head of the character, looking downwards.
I’ve also created a render target. I’ve also disabled the “atmosphere” flag for my SceneCaptureComponent2d so that it only captures the character.
I’ve also created Material with a texture sample like this:
Saturate the texture to get a mask and feed it into opacity like they said. Then flip the color values and see if you can find a gaussian blur node to apply over the texture.
Hi, this solution works as well! Thank you!
I’ve gone with the 1st option now however I dont know if there are any drawbacks in using one over the other.
Hi, this works too! Thanks for your help!
Short question…this also works if I put either green or blue into the Opacity slot.
Whats the reason for that? Like why does it work when one color channel is put into opacity?
well,each channel contains alot 0-1 values all over the picture.
see that black area? black is 0,white is 1.
and :
Opacity 0 = display nothing at all.
Opacity 1 = totaly displayed
greay area(0.1-0.9) will be transparent.
i can’t explan it well,because im also new to materiel too.lol