I’ve been searching online for a solution to this, but to no avail.
I am trying to read color data from a texture using the UV coordinates. As you can see in the image below, I am successful in acquiring the UV values.
For my research, I am simulating beam wander and turbulence through a volume. As I know, Unreal’s particle system and weather is purely visual. I’m hoping that I can layer many transparent “screens” with – let’s say green dots – to represent dust and other particles in the air. By layering them I hope to hack in volumetric atmosphere that, when the laser impacts a particle, undergoes some kind of interference, and in the event that the laser hits only a transparent surface, passes through easily.
All sources say this can’t be done in blueprints. Is there such a way? I’m currently trying to keep away from C++ unless totally necessary. Additionally, is there a better way for what I’m trying to accomplish?
Yeah, sorry, I’ve like watch the whole lot in the last week, I’m having trouble locating it!
I do recall he just pointed it out in passing and just said something like ‘and you could use that to read the color value at a given point, very powerful’…
I’m tempted to think it was in the shader 101 series ( 4 I think ).
They are illuminating vids anyway, thoroughly recommend them. He shows you how to do much better landscape material and vertex painting than the UE system, it just goes around it!..
EDIT: I do know it’s not a ‘get pixel color’ node or anything like that, it’s a clever combo of basic nodes…
Hmm. That doesn’t seem right to me. UV are just (x,y) coordinates from (0,0) → (1,1) so dot product on them would just create a gradient from RGB (0,0) to (1,1)
Notice you should have “Trace Complex” and “Support UV From Hit Result” check-boxes turned ON both!
“Trace Complex” check box is in your Line Trace node.
“Support UV From Hit Result” you can find in: Setting>Physics>Optimization>Support UV From Hit Result.