Reveal sublevel transition

Hi all!
I’ve searched the internet for this one. I am trying to create something similar to this link below. A spherical reveal effect of a separate sublevel for a shot I’m working on.

Sphere Mask Transition

I’m able to create a post effect that does something very similar, but only for a given layer.
I’m hoping to get some direction on how to reveal one level while removing the other level.

The idea is to be in a mountain environment, then do a spherical mask that smoothly reveals a different environment.
Thank you for any assistance/direction on this!


I cant really read that too well but have you tried the dither effect for your mat then making a param for that?

Also your video isnt showing

My apologies, I’ve updated the post. How do you mean to try dither? Like how would I apply it to this?


or set the dither to some other number in the next photo

Remebmer to take all things with a grain of salt and only adjust things that need to be adjusted so you can get the desired effect you want. Also plug into different nodes to see what different effects you can get.

Run the texture up to a broken apart texture/textures and dissolve it over time with the timeline. the timeline is created in the bp of the object.

Thank you so much for this! Would this affect work on an entire sub-level though? In my above example I have the material on a Post Process, which masks out an entire level. The material mode has to be set to Post Process to work though. I don’t get the option of setting it to translucent or masked though if I do that.

Ok i think i know what to do, just run the last part into a multiply node keeping the dither high/ visable and then once you need to dissolve it, then run it through the param’s-Rewording this to have the node connected to a param just dont change it till you need to.

I did the following, based on your example. But can’t seem to get some of the connections to work. I’ve created a dither material. Here’s the blueprint:

you didnt connect the set scalar param to the promoted value, unless thats the thing you cannot connect.

make sure the scalar param is created from the promoted variable

I’ve updated my nodes, but if you see at the end, it gives me an error that it cannot connect the promoted variable.
Also, my apologies, but not sure how to apply this to an entire level?

the collision is for the object that you need to not have collison, if you already have that figured out/ not using collsion then just remove the node. that was for some other project that i was working on. my bad man.