We’re trying to make an effect like the Time Shift gemstones in Legend of Zelda Skyward Sword.
For those not familiar, we’re trying to create a dome or cylinder that radiates out from a point. Any geometry enclosed within it has “bright” textures and lighting. An example of this can be seen here:
We’re having a lot of trouble figuring out how to manage the two different lighting and materials that the area needs to flip between.
Through our research, it looked like we may have been able to use Light Channels, but that only exists in UDK and not Unreal 4.
Does anyone have any suggestions?
Thanks in advance!
Is this something like what you’re looking for?
Some of the implementation details are discussed here:
It uses a decal to achieve the circle effect.
Thanks! I should have mentioned that we already have the ring working (we’ve done pretty much exactly what’s in that thread with the decal). However, we can’t seem to figure out a good way to change the texture/lighting within the circle.
Do you need to have a clear border on the objects? Or do you just want to highlight objects that are within the sphere?
Maybe you could achieve the effect with post processing. I’m not sure if you can make an effect only affect parts of the screen.
We just want to highlight the objects within the sphere.
We were playing with processing effects but from outside the sphere, the interior looks “normal.” It’s not until you enter the volume that the effect is apparent.