How can I change the world position and sphere mask node from a transition material, to be a scalar parameter value?

I’m currently struggling to create a material for my game, that has a similar effect to a black hole when the enemy is hidden. This material is then supposed to transition with a distorted, emissive fringe on the edge, transitioning into the character’s original, or base material.

I saw a video by CGHOW where they explain how to create nearly what I am looking for, however, they use a world position node and sphere mask to accomplish what they have. I do not want this, I want a scalar parameter value that I can control from a material instance. (Video; Translucent Overlay Material in UE 5.1 Tutorial | Download Files - YouTube)

Is there any way that I can make it a scalar parameter?

I’m not entirely sure what you mean by this, so I’ll just answer your scalar question.

The tutorial already does that to some capacity. Just change the radius variable coming from the parameter collection into a scalar parameter (keep in mind the values you should use for this range in the hundreds, not 0-1).

From the little I’ve skimmed through the tutorial, it seems to be an effect centralized around one point. If you want it centralized around itself, you can replace the sphere mask A & B to be as such:


The 0 is simply saying we’re centering it at 0,0,0 of the actor

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Thank you for the response, it helped me quite a lot with getting the material that I wanted.

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