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Projecting Texture Onto Object ("Dynamic Mask")


I am trying to use materials to dynamically project a texture onto a mesh via material. Unfortunately, I am not having as much luck as I am hoping, even though my calculations appear correct (hint: they're not). Any help on this subject would be greatly appreciated.

Basically, I take a point around my static mesh, make it face it constantly (This is my "projection plane"):

alt text

In my material, I take the information of that plane, its relative position, up, right and forward vectors, and project my static mesh points onto it (calculation for projection found here).

alt text

The last thing in the material function is me attempting to get the point's "plane coordinates", i.e. its 2D position in the projection plane's local coordinate system. I then simply use those as the UVs for my mask texture.

alt text

alt text

This is my end result:

alt text

Obviously, this is not what I intended. Anyone got any ideas?

Product Version: UE 4.8
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asked Jul 20 '15 at 01:18 AM in Rendering

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avatar image Kokuyouseki Jan 14 '18 at 11:38 AM

Still no solution I guess? I'm doing a cartoon character eye/pupil that I want to project onto the eyeball (which is not a ball) in a similar fashion but unless I want to refrain from using any decals (blood, paint, damage etc.) on the character's face/skin, I can't use decals for this.

The eyeball deforms as the character is animated but I want the pupil to stay the same size/undeformed. So far I have been making extra uv maps for each position and lerping towards them similar to shapekeys/morphs and it actually works but it's a pain if I want to move the pupil around as well.

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