ok guys, got it working the way i want it to work,
BUT, now the nebula turns white after a few seconds, when i get top close. the engine freezes for a sec and then BAM all color info gone and i am left with a cloud in space lol, any ideas of what this may be? I have not changed any setting, I think that could cause the color to just get lost, and this is even before I found the transparency / opaque workaround
also for those of you who are using this plugin and want dont want that per pixel rendering to affect your opaque objects, the following process helped me out,
Being that this plugin uses a per pixel engendered buffer system to dispolay the layered info in a volumetric style way, and the UE4 transparent material mechanics work the way they do, I found out that you can use the `manipulate this layered transparency order by doing the following:
- open the Mat_DisplayNebulaBuffer,
- select the materiel’s main attribute node (where Emissive Color & Opacity plug in )
- Change the Material Domain to Deferred Decal / Blend Mode to Transparent and Decal Blend Mode to Translucent,
doing this the Transparency is handled differently with opaque objects in some way,
LeeFX and Schlabbermampf can you pls confirm my workaround findings as a valid workaround? dont want to mis guide our forum or plugin guys.