#Greetings! I am having trouble with
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why using VisTags is not possible? I did exacly this system that you are talking about (DitheredLOD Meshes) in Frostpunk2 and it was working with VisTags in one emitter. Why u cant use it? You have some int limitation or you need some help with logic?
Thank you for the reply!
THe problem is, that I cannot bind visibility tags to any parameter, that could be driven by distance from camera to a specific particle
As the visibility parameter binding only takes user parameters
It's either this or I am missing something ๐
I can achieve the switch, but it "pops" out from one renderer to another instantly. And i need a small transition where BOTH visibility tags are rendered, increasing one mesh opacity while decreasing another one's
I think you are doing something wrong, or you have some weird setup than. Visibility Tag is just int32 that you can set at the end of your particle update stack. Can you post a screenshot of your emitter?
if you cant do it through niagara you can always put MaterialFunction that showsup mesh if its in some distance, it have to be masked then (for opti reasons), but you can still control that distance in Niagara if you connect it like that
Setting visibility tag is not a problem in this case. The problem is having 2 mesh renderers with different visibility tags to show up at the same time.
This is the Scratchpad that switches the visibility tag based on a distance
but to avoid the "pop in" i would like to make both visibility tags visible for a brief moment when they are switching between the renderers
And i cannot keep them spawned at the same time and work with opacity only, because this is very limited in resources (VR stuff)
and as far as i understand standard mesh LODs do not work with niagara
thus I have separate meshes for the occasion
maybe i am approaching this in the wrong way? pulling my hair here
I see i formed my initial statement too strongly - it is not impossible setting the LODs, i meant that i cannot set both tags to visible
yeah LOD doesnt work with Niagara but you know VisibilityTag is just a int32, it doesnt have to be named VisibilityTag ๐
But it does not let me set it to anything else
I see now.
Thank you, good sir ๐
noo you are making two different ints in logic
what do You mean?
in your logic you are passing two different values for distance to set two different ints, than you connect those ints in render stack
and also distance node is already Abs
Yesss! My problem was that the parameter i tried to pass was transient
so it wouldnt show up in the list
and i already started figuring out how to make it with blueprints, as user parameters DID show up...
I appreciate the help very much!
no problem anytime bro ๐
the day is saved!
Good morning! Just wanted to say thanks - i fixed it completely and works perfectly ๐