Hi guys,
hope you can help because I’m struggling trying to make per-instance variations on a material applied to an “instanced static mesh component” (which contains hundreds of instances).
Scenario:
a building with hundreds of instanced windows, whose material I want to vary for every instance.
Examples of what I’m trying to do:
- I’d like a specific group windows (say index range 50-100) to have a specific base color.
- I’d like to be able to make a color progression from white (first window) to black (last window).
- I’d like to assign to my instances different normal maps inside my Material
- I’d like to assign to specific instances a totally different material.
I don’t understand why a “PerInstanceRandom” is provided and can be used inside the Material Editor, but there’s no way to retrieve the Index of the instances.
Could you please explain me why ? Am I missing something trivial about how the engine works?
More important, do u know any work around that I might use for my needs?
Bonus question: I guess creating from the same mesh hundreds of instanced static mesh components with a single instance inside would be pointless performance-wise, right?
thanks a lot!