'FInterp' or equivalent in Material Editor?
I want to make a cheap 'blob' physics object that expands as it approaches a surface to appear that it is sticking to a surface. I will have a large amount of these assets, so using line traces or anything like that wont work. Also, it has to be an opaque object, so 'depth fade' won't work either.
What I landed on was using mesh distance fields 'Distance to Nearest Surface' node and multiplying the value against Vertex Normal WS and plugging that into world position offset. It works as intended when placed but as soon as you push it around, the vertex offset is immediate and almost 'pops' to the correct vert offsets (as well as some small 'glitching', probably because the mesh distance fields is inaccurate).
I was wondering if I could 'smooth' the transition, similar to grabbing a value in a regular blueprint and putting it through an Finterp. Is this something that is possible in a material editor?
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