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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.

alt text

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.

alt text alt text

Any help would be appreciated!

Product Version: UE 4.15
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asked May 30 '17 at 01:53 PM in Rendering

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avatar image Kneebasher Jan 12 '18 at 09:12 PM

Did you ever figure this out? I am having the exact same issue, it kinda works but not really.

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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.

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answered Jan 15 '18 at 09:00 PM

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answered Jul 09 '19 at 12:35 PM

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