I’ve run into a buggy problem that has been annoying me for long enough. I’m trying to figure out a solution but so far haven’t found anything relating to it.
This is the normal look and appearance that I want to achieve WHILE using the fade function.
I have a bunch of static meshes. They are instanced around the scene to create the landscape. My project is a planet scene and I need a massive base so that it hides nicely from the camera. If you are looking for an idea, Unreal Sensei has a project that inspired me that can be found here: https://www.youtube.com/watch?v=otOPdOHWqWY
Everything works fine, Nanite is enabled, looks great and performs great. I made my textures world aligned as such:
Here are my nodes for the material functions. I used some similar methods to the game dev academy (https://www.youtube.com/watch?v=zY8AtjM2Jxg&list=PL6DCcmvB4JoLjxiWEm46r1pGARUdk9RAj&index=14) to hide the tiling.
I don’t know if any of that will be helpful. My issue is that the material only works as an opaque material. If I switch it to masked to use this falloff function (from Unreal Sensei’s tutorial) I start getting “holes” in my static mesh. They change when I move the camera and it appears that Nanite is occlusion culling patches but the issue is fixed when I revert to opaque and don’t use the falloff function.
This function is pretty necessary so if the issue can’t be fixed is there an alternate way to blur the edges and change ‘opacity’ based on the distance from the camera?
The last part that is confusing me is that a static mesh, with nanite disabled, whether the material is opaque or masked… the world-aligned textures get messed up and don’t show the Z texture…
I’m using Unreal Engine 5.3.2. rtx 2060, i7 10xxx, up to date graphics drivers.