Fade out static mesh (skinned with non-translucent materials, using blueprint)
I've got a static mesh (in a blueprint) with several materials on it. I would like to fade the whole object based on distance, i.e. the closer you get, the more translucent it becomes, until it deletes itself when it is invisible.
Options I've seen so far (that don't fit my needs) :
1) Make all the materials Translucent. But... Materials that are in 'Blend mode: Translucent' don't allow inputs such as Normals or Metallic to be set, so I can't recreate Translucent versions of the textures that are on there at the moment - they simply won't look the same and the pop would be noticeable if I switched to translucent versions of them.
2) Have two versions of each model, one with Translucent materials on it, and swap between them. But... This will have the same popping problem.
Lots of the old answers are based on earlier versions of the engine, so surely there's got to be an overall alpha for a whole static mesh (or blueprint with static meshes inside it)? This seems like such a common thing in games that it would be odd if it's not in the engine. I'm not a C++ person, so I'm looking for a blueprint option to solve this.
asked Aug 11 '17 at 04:12 PM in Rendering
A fade out material can be found here, but I assume you already got one for yourself.
I think the video also recommend using a master material that has the basic fading code, and then you just make instances of that material like you normally do to change textures/normal/rough/met maps (in case you don't know what I'm talking about, click me).
And like I mentioned, don't forget that you can change the lighting mode under translucency to get your normal map access or create a masked material with Dither which also has normal map access, to solve the pop up problem.
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