In my game I need to activate a trigger that then causes a lots of objects (approx 100ish) to appear as if they are fading away. I need to keep the original object materials but have them slowly lose opacity. I tried to do this with level sequencer but cant seem to access the materials opacity. I tried to also do this with materials but it does not keep the original material and I would have to do this for 100+ objects. Any other ideas?
Hey! Thanks for the reply. This is helpful. So I would use an MPC to create an opacity parameter that I then slowly reduce. However, this still requires that I go into each material and add the opacity parameter. Do I just have to suck it up and apply it to all of these materials given that there are hundreds of objects?
Presumably there’s a small(er) number of materials? If you got hundreds of objects, each with it’s own material, you’ve probably got a problem anyway
In order to fade them, they need to be translucent, presumably none of them are right now? ( so you need to change them all anyway… )
Yeah there are much less materials than I had anticipated actually! I just tried this solution and it somewhat works. Some of my objects look fine and others look like this. Any idea how I can fix this?
What its supposed to look like
What it looks like with the transparency on
This is with the value for opacity being as high as possible (it does fade, just the initial mesh looks strange with the material being translucent)
Yes, it will look different It has to be transparent to fade, though.
You could swap materials when you start the fade, I guess.
I might well be wrong, but I don’t think there’s a clever way around it…
@TheKohaii You could set it to masked instead of translucent and use a DitherTemporalAA node before plugging in the fade to opacity mask (instead of opacity). It would be a bit noisy but would look the same.