So you do need to highlight all the edges? Ok. All edges? Which includes the spherical part or just the straight lines going from the origin outwards like a pyramid?
The straight lines will be enough…generally speaking lines on all cut edges will be perfect…
@Everynone Do you ahve any idea what is happening here ? Trying to visualize but not getting it…
So we start with this:
And we want to calculate the PlanePosition to slice. So our position is
ActorLocation + ((-1,0,0) rotated by half of VerticalFOV) * Scale*50
Thanks @L1z4rD89 But why are we doing it 4 times. Is it for up and down for 2 half spheres ? and when the (-1,0,0) vector rotated by vertical angle/2, does the (x,y,z) co-ordinates change ?
4 times because:
Up and Down for 2 half spheres => 4 times
1,0,0 rotated by 10° (around Y axis) => 0.98481, 0, 0.17365
1,0,0 rotated by 45° (around Y axis) => 0.70711, 0, 0.70711
1,0,0 rotated by 90° (around Y axis) => 0,0,1
So for horizontal cutting, we use only one plane to cut on half…thats why we have only two horizontal slicing…? acn you also able to share what is the logic after slicing in horizontal and vertical ?
Grabbing the geometry of the sliced procedural mesh and creating a new one ?
I added some small explanations but to really see what is happening you should disconnect some nodes and watch what happens with the mesh.
I also added a small sphere so you can see which POINT I want to calculate. This point is a direction vector like the rotated -1,0,0. If you rotate this direction vector by 90° you get the orthogonal counterpart. And this counterpart, the direction vector which is rotated by 90° is the face normal for the SliceNode.
Hemisphere.zip (1.8 MB)
Thanks…i will do…i think the outlines have problem when the scale chnages…i am workign with a sphere of 1000 cm and when i set 1000 in scale, the outline is so thin and can’t able to see the lines…
Inside the material folder there is a material called M_HemispherePostProcess. Open it and in the bottom left corner is a parameter called Thickness. Use a value greater than 1.
The sphere has a radius of 50cm. So if you want to use a sphere with a radius of 1000cm you need a scale of 20. A scale of 1000 gives you a sphere with 50000cm radius => 500m.
YEs i done that previously but still can’t able to get a line…thanks for your time…
It works till 180 deg of horizontal angle but more than that it won’t…so i thin i have to attach the Use CustomDepth for edge detection (black lines) for other branch of conditional statement also…
Yes, could be possible that I forgot that. You have to use it for TRUE And FALSE or place it before the BRANCH
Since the M_Hemispherepostprocess is an instance of M_Hemisphere, any change in M_Hemisphere should reflect in M_Hemispherepostprocess, right ? I changed the blend mode to translucent and the cut section become transparent…but then the line gone…is it related to post-processing?
Erm, the PostProcess material should be separate from the other material. M_Hemisphere is a material for the mesh, M_HemispherePostProcess is used inside the PostProcessVolume. What did you change, what is the result: Can you show a picture?
Yea I changed the blend mode of the M_Hemisphere to make it transparent…it became transparent but the lines are missing…i guess the post process doesnot work if i make it opaque…
So what if we can be able to change the opacity of the M_Hemisphere ? From what i understood the borders come on post processing, right ? or the whole sphere is covered with the post processing material ?
Also i guess the borders does not work for me since it also affecting the floor and the car as well.