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Quick #UE5 portal test. Wanted to try an alternative to scene capture based portals, probably not as flexible though :p Idea was to process actors only once, but that also means they cannot appear in more than one portal at a time ^^'
29,547 görüntüleme • 1 yıl önce •via X (Twitter)
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A dot product to check the angle of the camera relative to the borders of the portal, hooked to the opacity of a masked mesh? 👀 Only issue is, the effect doesn't play nice going "through" a portal. But is nice for non Euclidian museums 😅

Interesting. Will you go more in depth on this topic? Scene capture portals were always a hacky way to render imo. If this can be done in single pass, that's amazing.

This is probably a bigger hack ^^' Single pass approach would mean all the subequent passes would have to be aware of the "portals". Lighting for example would need to reconstruct world position based on portal info(can't just reconstruct from screen depth).lot of engine changes!

@indiegamesdevel Couldn't you take the frame of reference from the portal, calculate for the angle and then alter the view relative to the position of the camera in that triangle? Then when the player enters the portal, you can reprocess the actors, but in terms of it being just viewed, is fine?

@indiegamesdevel That is the idea! Altough not sure what you mean by reprocess. I wanted to avoid processing actors twice, in a real level you can have a lot of geometry both in and outside portal.

I don't know how to do that, but it's amazing!

Tutorial Please !!
