To sum up what I’m asking, I’d like to achieve the same effect as seen in the beginning of the Infiltrator Demo where the main actor is hiding behind a cloaking wall of sorts.
To me, it looks as though it is a poly plane, with a material on it that is getting a 2d render from a camera that is behind that main actor, and that material only shows up when the camera gets close, and it is somehow culling out the character out.
What I would like to know is how is the main actor culled out when viewing the cloaking wall from one side?
This is the desired effect I am after.
I wanted to investigate how this was done in the demo itself, however the demo just crashes for me at 95% loading, so I gave up on that idea.
I have investigated a few ways of doing this, and every way I’ve looked at so far is convoluted and not too feasible, especially in a multiplayer environment.
The only way I could possibly see this working is by changing some of the rendering or culling code or something, but I won’t lie, I do not have the skill or knowledge to dive into those waters.
I know the engine is capable of occlusion culling, however that only seems to occur when there is a solid material blocking the camera’s view. I wonder how it could be done with a transparent material.
I am not so much looking for someone to tell me exactly how the effect is achieved, as I do like to work things out on my own (how else will I learn?), but I would like to know if that invisibility shield shown in the infiltrator demo was specifically set up for demonstration purposes, or if this is feasible to do real-time during game-play (specifically multiplayer)…
If I can’t really do this, that’s OK, I will more than likely just do something like making a specific target invisible instead, which is a little boring in comparison, but still functional…I just wanted to do something a bit more interesting than simply changing the player’s material.
Thank you in advance.