Hi, I have a simple blueprint that creates instanced static meshes to form a spherical shell consisting of small pieces of a spherical shell and assigns a separate color for each of them. It works fine and here is the blueprint:
The only issue is that as the sphere consists of uniformly shaped pieces, they start to overlap near the poles (this is just background information and not directly related to the question). To solve this I have made an array of segments that are the correct size to not overlap and creating a “perfect sphere”. Now I try to do the same coloring for all the instances in the array but for some reason it suddenly does not work. Does anyone have an idea of what is going on here?
Here is the creation of the array of static mesh instances from the list of static meshes:
The sphere appears as intended and I have tested that the indexes are as intended and the color values are successfully fetched from the data table. What can be the reason that the custom colors are not applied to the instances?
I have 180 parts and I am creating 360 instances of each (The sphere consists of 64800 pieces in total). At least that is what I intend to do. Do you think this is the reason that the coloring does not appear?
I tried directly using the ISM but it didn’t solve the issue. Also the row names are actually the same 0,1,2,… all the way to 64799 in both cases. It is just that in the first case I have one ISM that is instanced 64800 times but in the other case I have 180 of them that are all instanced 360 times each. The math is there just to transform the indexes going from 0-179 and 0-359 into one that goes from 0-64799. I made sure that this is the case by printing out the names in both cases and they do indeed match.
So the issue still persists and the coloring does not show up. Thank you anyway for looking into this!
What are the chances you’re looking at the wrong thing since all the instances are who knows where? Do tell, I might be missing the point since we can only see fragments of the setup.
The dither mask makes a semi-translucent material by basically poking holes in the material instead of actually bein translucent. This simply achieves the type of translucency that I want.
The location thing is on purpose. The meshes that I use are small cut out slices of a spherical shell and so their center is one radius away from the actual mesh as you can see here:
The ISM that I want to create is then that one segment simply rotated a certain amount of degrees many times. The result is sort of a sphere made up of these puzzle pieces all centered in the same place as you can see here:
The conclusion being, that they are indeed positioned in a way that does make sense.
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