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Filling gaps in mesh after applying opacity mask

Hello guys, I want to slice a mesh object dynamically. I got location based opacity (with this tutorial) and now I need to make more complex feature: fill holes (gaps) after masking. I'm stuck with it and need your help.

I tried to show what exactly I want on screenshots below (red lines show area which I want to fill with material):

alt textalt textalt text

I would be grateful for any advice.

Product Version: UE 4.8
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asked Aug 30 '15 at 10:02 PM in Rendering

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2 answers: sort voted first

Trouble with what you are trying to do is that there isn't any actual geometry to fill in with material information. What you could try doing is, instead of passing the mask to opacity, pass it to world position offset and offset those vertices by a vector. This wont work for slicing but if your just shortening or lengthening.

A much more complex solution would involve some kind of parallax occlusion "like" mapping but I wouldn't have any clue how to implement that.

Though I just saw in the 4.9 release notes an experimental "Volume Decal" that would work but epic says is very GPU expensive.

Otherwise a geometric solution would be to modify the underlying mesh at runtime using the custom mesh component: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Components/CustomMesh/index.html

or procedural mesh component: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Components/ProceduralMesh/index.html

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answered Aug 31 '15 at 01:49 AM

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I need an input on this as well. However my application of the mask is slightly different. I am slicing two planes that are parallel to each other and has a gap so it practically is a wall. After applying the opacity mask, I can see the gap.

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answered Aug 18 '16 at 08:04 PM

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