There is a sphere, it is necessary that the material changes only where it is located in front of the sphere, the UV scan unfolds it anywhere. How to specify the starting point of its impact. What node
Wow, it’s harder than it could be and not through the material of the object itself, it may work if I do in the actor in front of (the sphere on which you need to hide the part) this is a bag of material and I will move it at the right moment,
Now I’m using a mask along with RGB and I’m removing 4 segments on the right material almost like an animation, but it didn’t work in the right place= the problem was in the incorrectly expanded faces of one material when exporting, which I which I was stupid for 2 days… I make an eye with an expanding pupil.
The video gives an interesting idea because of the smoothness and not 4 colors \ parts, but how will it be with optimization if it is a skeletal mesh during animations…
Thanks, now it’s even better, I could not find even such a simple one, they only sell ready-made ones for money, but there is no such simple information, all the guides about elementary things are painted, but you will not find what you need. Through the SphereMask, I’ll see, my eyes are made of 3 materials 1) transparent 2) expandable colored 3) pupil. (Not layers of material, but separate on one mesh)
You’re welcome.