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How can I hide parts of mesh?

HI,

I need to hide a part of the mesh goes beyond the walls during the animation. Is there any way to hide it?

Thank you.

Product Version: UE 4.10
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asked Dec 06 '15 at 05:03 PM in Rendering

avatar image

kirill_ul
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avatar image kirill_ul Dec 07 '15 at 04:19 PM

Maybe it can do it with special material?

avatar image AndrewHurley Dec 07 '15 at 04:51 PM

Hey kirill_ul,

Could you provide a few screenshots so we can visualize what you are describing?

Thanks,

Andrew H

avatar image kirill_ul Dec 07 '15 at 07:27 PM

The screenshot door beyond the wall: alt text

This is an expected result: alt text

Below is presented a my solution: alt text

scene3.png (1.2 MB)
scene2.png (1.0 MB)
solution.png (182.1 kB)
avatar image AndrewHurley Dec 07 '15 at 08:16 PM

Would you have objections to making the door as a separate mesh, and simply toggling its visibility once it reaches the point in which it is past the wall?

avatar image kirill_ul Dec 07 '15 at 08:22 PM

It's impossible because part of right door mesh is still visible. Also part of the mesh door intersects the wall before the animation stops.

avatar image AndrewHurley Dec 07 '15 at 09:36 PM

No problem, that was just the easier of the solutions. I did some digging and found what you are looking for is a Custom Depth material.

One of our content creators here at Epic put together a great page, all about the power of Custom Depth. Take a look at it, and I am sure you will find the correct process.

The Many Uses of Custom Depth

http://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/

Let me know if you still have questions.

Cheers,

Andrew Hurley

avatar image kirill_ul Dec 08 '15 at 05:10 AM

I don't understand how I can detect overlapped right door pixels using Custom depth buffer.

First solution with absolute world coordinates is wrong?

avatar image kirill_ul Dec 10 '15 at 06:54 PM

In my solution I'm reached expected result. Door is hided by virtual plane described use parameter.

Thank you.

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2 answers: sort voted first

So I did some testing on my end, and with some help from another team member have narrowed it down to a few things that could be the reason as to why you are not seeing what you expect.

Since you have this plugged into your Opacity Mask, your object will clip out of view once it hits the masked clipping value. By default this is set to .33 or 33%, so any value above this is being rendered, and any value below is clipped out. You could try editing this value and adding a dither temporal AA node in conjunction so you get somewhat of a smooth "fade" as your door is rendered out.

I am currently working on this for my own knowledge as well so if you get the correct and expected result, I would love to see how you approached it.

Cheers,

Andrew Hurley

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answered Dec 10 '15 at 04:02 PM

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For anyone who wants to do basic mesh clipping and (like me) can't make heads or tails of this thread, try this video from Epic.

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answered Dec 24 '16 at 01:53 AM

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Jin_VE
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avatar image Andypants May 10 '18 at 09:59 AM

Thank you...that is perfect

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