I’m to the “pulling hair out” stage, haha.
I’m trying to put together a material to be driven in an instance for a character cloaking. For example’s sake, let’s say it’s just like the Predator cloaking–setting up a material instance I’d be able to drive the character going from opaque to translucent with refraction for the “invisible” effect, and then drive other parameters for a kind of electric wash over it.
It’s the transition from opaque to translucent I’m lost on.
My problem…it seems in Unreal 4, setting a material to be translucent means it won’t receive proper lighting (I probably would have put all this into one huge material in UDK3). Obviously I can’t have a character running around that isn’t lit properly, and after thinking layered materials might be my salvation I realized those are limited to the blending mode as well.
Any ideas? Am I stuck doing something like a material swap? I suppose I could try using an opaque masked blend mode, dissolve that and then swap to the translucent one with a ramp up on it’s refraction settings, but it seems like there will be a pop in there.