I am having an issue with the location the texture is masking to. I have followed the steps exactly (to my knowledge), but it keeps focusing on 0,0 and not on the player. Does anyone know how I might go about fixing this?
My issue was I mistakenly connected my "set vector parameter value" to the event begin play instead of the event tick. lol. Changed it and it works as advertised.
Great videos, But I am hoping some one will help me understand is, How can I apply a Material function to objects like Megascans that already have their own materials? Every tutorial I find regarding this subject is based on a specific chosen material.
As long as you have access to the Master Material that the megascans assets derive from, you should be able to add the EnvironmentMask material function to its Opacity Mask output. If it already has something plugged into its OpacityMask channel, multiply everything that was already there by the EnvironmentMask function right before connecting it to the channel :) You may also need to change its material type to Masked. This would add the functionality to any assets derived from it.
Your lessons are a real treasure
This class was amazing. Thank you so much fr !!!!!
I am having an issue with the location the texture is masking to. I have followed the steps exactly (to my knowledge), but it keeps focusing on 0,0 and not on the player. Does anyone know how I might go about fixing this?
I'm having the same issue. If I find anything I'll reply here.
My issue was I mistakenly connected my "set vector parameter value" to the event begin play instead of the event tick. lol. Changed it and it works as advertised.
Very usefull and simple.
Thx a lot
I have an issue where things taller than the character that are directly behind it will also be partially masked out
genius with the maths
Great videos, But I am hoping some one will help me understand is, How can I apply a Material function to objects like Megascans that already have their own materials? Every tutorial I find regarding this subject is based on a specific chosen material.
As long as you have access to the Master Material that the megascans assets derive from, you should be able to add the EnvironmentMask material function to its Opacity Mask output. If it already has something plugged into its OpacityMask channel, multiply everything that was already there by the EnvironmentMask function right before connecting it to the channel :) You may also need to change its material type to Masked. This would add the functionality to any assets derived from it.
@@FalsePrism thank you very much! I will give it a shot.