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Dynamic WorldPositionOffset?

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    Dynamic WorldPositionOffset?

    So, I'm trying to create material that will deform a mesh based on the location of objects below it.

    What I want to be able to do is create a sort of fog-sheet via a particle system. As the particle system can be generated almost anywhere, I want the fog sheet to sort of 'blanket' the objects beneath it. The only method I can think of to do this so far is to use a clever material which deforms the mesh via worldpositionoffset, and somehow using DestDepth or some sort of depth function to get the location of objects beneath it.

    So, has anyone ever done this or even if not, does anyone have any idea how to achieve this?
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