It very well could have been faked with shading or post processing. I can’t link to a video of the implementation I saw (I saw it being used while I was working in a robotics lab, the graphics of the robot and LIDAR visualization were done with jMonkeyEngine in real-time), but it’s similar to this: https://www.youtube.com/watch?v=_KknQpzIflU&feature=youtu.be&t=87 (Note, I have absolutely no idea what graphics environment is being used here, but ours used a very *very *similar view using jMonkeyEngine)
Could you provide a blueprint example? I’m not sure how to put them in different batches/chunks. I can’t find any understandable examples on how to use instanced static meshes from searching around the web.
Could elaborate on what you mean by a “material parameter collection”? I don’t understand what that is.
So I would need to apply this material to every mesh in the level, not a global Post-Processing Material, correct?
I’ve experimented with a Post-Processing Material before, but it didn’t come out very well (couldn’t figure out how to “ping” it in one place to get the shadow effect):
Sorry for the confusion, the Material Editor is just super confusing to me.
That is a pretty cool idea I hadn’t considered. I’m mostly interested in having a player navigate the “sensed space” without being able to explicitly see it.