not currently. you can fill the vertices with a solid color or apply a linear gradient along the local bounds but so far that is it. And to get correct depth based fallof you would end up having to reapply that ‘brush’ at regular intervals spaced towards the light and you would basically end up writing a ray marcher to do it.
you could ray march it all but it will take a way to specify the coordinates of every sphere that it could possibly be shadowed by which is not going to be easy. That is why for the prototar demo meta balls i restricted it to only seeing neighbors in groups of 4, otherwise your code function needs to list every single sphere distance field out in lines of text and it gets pretty cumbersome.
Wow, yea a lot more to consider if I were to script a way to “fake the lighting through the vertex normals”. Also, what an honor to get an answer from the sr. Technical Artist from Epic Games! Thanks so much for taking the time guys!