I’d be interested to see that effect…
I’ll test the traces later and share. See if it’s worth it.
Yeah that would be pretty cool to see, btw @ClockworkOcean thanks for sticking with me on this so long, appreciate it
This is an incredible thread, @ClockworkOcean you’re a great person for sticking this through. I’ve learned so much lol and I needed exactly this for a project. Thank you!!!
Did you manage get it working as a full 3D effect?
I will try this in the coming weeks as I’ve been too busy with clients work currently. What I want to do is use this technique to do a fake Lidar scan of the area around the player pawn. Using line trace like this I can then use a shader to hopefully create the heatmap colours based on distance for the endpoints of each line where it collides.
I don’t know how expensive this will be but I can’t think of a better way to do this, nothing I’ve seen done in postprocess volumes looks lose to what I’m trying to do.
That sounds like quite an innovative approach, I hope the performance holds up. Would love to see a breakdown of the process and the blueprints setup!
Hey @ClockworkOcean, I’ve been trying to use this system to create a lighting effect with niagara ribbon, do you have any ideas on how to randomly select impact/hit points of this system?
You would need to put all the traces that hit into an array, and then randomly select from that array.
It would be more efficient if you made the traces randomly ( but still in a sphere ), and stopped when you hit the required amount. But that’s a bit more coding.
Did it! The second option had a better result for the purpose! Thank you very much, man! The hero title is 100% in the right hands! haha