I want the color of the 1st object to blend and overlap onto the second object’s color based on its distance. I’ve been using the DistanceToNearestSurface Node for distance detection. I don’t know if a node exist that can sample the color of the nearest material based on normal face? I want to be able to add texture samples at a later point. Been looking through the unreal documentation can’t find anything like this. I have images that snow a little bit of what I want. any tips are appreciated! This is my first time on the forum. Thanks.
The material of an object sounds like it would be something that a line trace hit result could give, but I might be mistaken.
Or, at the very least, it would give the hit actor. You could probably get the material off of that.
Edit: Oh, I just noticed from your title you said “completely in the shader.” Does that mean you want to somehow detect this through the material editor?
Hello Thanks for the Reply! Yes I would like it to be somehow detected through the material editor. There are so many Vector inputs that I can’t believe that one for sampling near color is not one of them.
I was looking the same thing for a while and also didn’t find the solution. It would be wonderful to make this type of blending with auto color texture copy on other mesh. Right now you can make this with RVT but it will be complicated to make RVT for all meshes you want to blend. It would be faster to make blend in material editor. Under is my example for what I want this type o solution.