Hi,
I’m looking into a way to make a lookat in material with normal recalculation ideally.
Would like to feed in the lookat vector, pivot point and maybe the mesh forward.
Anyone have done something like this?
Thanks!
Hi,
I’m looking into a way to make a lookat in material with normal recalculation ideally.
Would like to feed in the lookat vector, pivot point and maybe the mesh forward.
Anyone have done something like this?
Thanks!
Hi, Check Rotate vector node and what is inside it. Fix rotate about axis normals node can give you a hint how to recalculate normals.
Thanks for the pointer, so now I have this which “works”, but the mesh gets kinda squished depending on the look at vector. Goes as far as being completely flat if I have a negative value in the lookat. Any clue more clue?
ho is there a way to do the blueprint part in the material instead?
I am going to have thousands of instances using this as HISM, or folliage.
The target position will be passed as a material parameter collection.
Thanks!
Idk, if unreal pass rotation or quat to shader , than you can potentially retrieve this data in material with custom node.
You can pass rotation as ISM custom data floats. You can pack rotation as Quaternion (only 4 floats, instead of 3 vectors/9 floats) and unpack it shader.
I found a way to convert the FindLookAtRotation in HLSL and have a 100% shader based look at (except feeding the look at position)
LookAt Code:
X = normalize(end-start);
float3 upvector = X.z < 0.9999 ? float3(0,0,1) : float3(1,0,0);
Y = normalize(cross(upvector, X));
Z = cross(X, Y);
return 0;
This way you could have a material parameter collection for the target position and update hundreds of instances at almost no tick cost.
I love this place, thanks for sharing.
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