Hi, total newbie here, but I would be so grateful for anyone willing to indulge my inclinations.
I’m hoping to find more info on how to carry out a glitch experiment with Z-Buffer occlusion culling techniques.
My general mission is to render glitchy and nested architectural interior environments, eliminating all views of exterior surfaces and their textures.
Generally, Render occluders cull hidden objects by default, thus an exterior view of an opaque object would not show its interior surfaces (duh). But I am wondering if there is any way to make a 'parametric x-ray of the object via the camera. More specifically, is there a way to parametricize or make dynamic the culling of Z-hierarchies, so that, for example, the second farthest object away from the camera always gets rendered. I have no sense if this can be done through visual scripting via Blueprint, or needs coding, or is contained within the graphics card…
Any help pointing out the way?