No matter what I do, I can't seem to get the "Start Cull Distance" to do anything. According to the docs:
In the vertex shader, a per-instance fading factor is calculated, which goes from 1.0 at the start distance to 0.0 at the end distance. This is passed to the Material in the alpha channel of the the Vertex Color Material node.
All I ever seem to get is 1. Is there anything that I missed?
If it helps, here's what I have ATM:
I can see the cluster disappearing once it goes out of the End Cull range, but there is no change in color in between.
asked Mar 23 '14 at 04:37 AM in Using UE4
Just found the answer. There is a node called PerInstanceFadeAmount which contains the fade information.
I would suggest updating the documentation (https://docs.unrealengine.com/latest/INT/Engine/Foliage/index.html ) to avoid others having the same problem in the future.
answered Mar 31 '14 at 01:45 AM
Its been a while, but yeah. You find the PerInstanceFadeAmount node in material blueprints: multiply it with the diffuse alpha and plug it into Opacity Masks, this opened a new world for me. There's documentation on this though.
answered Mar 01 '17 at 06:33 AM
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