Oh that's right. I was thinking you could use it on masked materials as well. What you've created so far pretty much looks like a depth fade setup for solid objects. You planning to share the source?
You use WorldAlignedTexture node and then use the resulting texture and the vertex color mask you've got to create a more natural looking mask. I've tried making WorldAlignedNormals to blend properly on distance field normals, but the results weren't that great. The mask method above works great, i'll try to push something…
Very nice but unfortunately this can go expensive easily... The 2 distance field nodes creates more than 200 instructions by themselves. Plus the memory for the distance field textures. But depending on the application/target audience, it can work nicely as we can see hehe. May I ask you, what did you do with the normals?…
Hi guys, I'm a student Video Game Design at Digital Arts and Entertainment (in Kortrijk, Belgium). For my graduation project, I'm developing a tool to blend static meshes with the environment. I basically want to remove the harsh seam that you see when a static mesh intersects with a landscape actor. Some examples of…