Trying to rotate a box mask
I'm currently trying to create a shader that partially occludes a mesh by using a box mask.
The box mask is driven by the scale, location and rotation of another blueprint.
I divide the rotation by 360 to get the rotation angle, before using three different 'RotateAboutAxis' nodes to rotate the box mask.
This works fine if i rotate the blueprint in one axis, however as soon as i try to use multiple rotations, it doesn't give accurate results.
Any help would be appreciated!
asked May 30 '17 at 01:53 PM in Rendering
It can be done by chaining rotations together, but math for figuring out is a bit more involved. Instead you should transform absolute world position to a mask space, which you would need to define with 3 basis vectors and origin. The math for transforming a point from one coordinate space to another coordinate space are easily found on the web.
answered Jan 15 '18 at 09:00 PM
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