I can’t find any good tutorial on this. How to do this in runtime? seems like he used sphere ‘cutoff’ material (not sure if that’s a thing) or… i don’t know… material dissolve effect? I am not even sure what I should call it, Dimension change/portal/cutoff effect/dissolve?
I am not sure if its possible to achieve this ‘dimension change effect’ using material dissolve… because he could change the camera angle or move inside the sphere and see mesh on the far side like a portal.
thanks a lot… I managed to do that.
My actual target was to make some invisible actor visible to player camera, and some visible actor invisible. How can I do that?
This method seems to be only working with same material type(all objects and ray traced sphere have to be made of same master material)? any way to make a mask where different materials can be shown via ray traced sphere?
also, I want to change the ray traced sphere to… a square? I can’t find any way to change the shape?
Yep, the meshes that need to be masked must have the same masking logic in their materials, you can’t mask a mesh otherwise.
You can add the same masking code to multiple materials if you need to of course.
If you just need an actor to be completely visible/invisible you can do that via blueprint (set visibility to true/false).
That looks like it’s done with a SceneCapture2D component (which is expensive, that essentially renders the scene twice which will half your fps).
If you still want to go with that approach then basically how it works is you set an array of actors that you want to hide to said SceneCapture2D component (for example you could set it to hide all skeletal meshes) and then place the resulting rendered image in a plane mesh which then you can put in front of the camera.