Hi,
i’m trying to reproduce this effect as a sort of practice.
I want to make a dynamic 3D map, so far I use planes to look for intersecting geomitry over the entire map. by using the distance to nearest surface to visualise the intersection. I was wondering if I can project what I see on the plane looking for intersection on another plane?
or even better, get the positions where it intersects. This would give me alot of artistic freedom!
The backup plan is making a grid in blueprint that checks on overlap and using the position information to build the map with costum meshes.
Any help apreciated!
greets Lokke
Okey for people looking into the same thing, i’ve got some answers!
i’ve used 2 approaches so far; each one has an unfinished aspect;
the first is a system that makes collision boxes and checks for intersecting geometry. If a collision boxes colides with an actor it will set itself to “colliding true”. This is storred in an array, I can then get all the positions of collision.
With this data multiplied by a ratio I can downscale the positions and visualise cubes that represent the colliding points. like a mini map
the other one is simpeler, and less resource intensive so far. However I stil have to find a way to mesure height difference.
This approach uses an actor with a “camera” and a “scene capture component 2D”. I place the actor in the scene way above the map and render the projection to a render target texture. Now there are 2 things to make this work you mustn’t forget!
- put the “scene capture” to orthographic and put in the ortho width. (this will be the length of the map)
- put the render target texture compression settings to user interface.
then by streaming the texture to a meterial and applying scene depth you already get a holographic feel.
resulting in this;
the only thing I still have to figure out is how I might check for height difference. Which i’ll propably add sooner or later!
I still like to know your take on this!
Greets Lokke