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Projection FOV
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Introduction

  • Category: Blueprints
  • Update: 1.0 (03-06-2021)
  • Unreal Engine: 4.23 - 5.0
  • Platforms: VR, PC, Console, HTML
User-friendly and configurable system designed for projecting textures.

The Projection FOV is a user-friendly and configurable system designed for projecting textures onto a geometry. Useful for:

  • implementing areas of visibility in 3D games
  • projecting colorful textures on the environment
  • simulating shadow maps in toon shading systems
  • simplified fast cheap alternative for the spotlight

Features

  • camera field of view control combined with depth test
  • supports two types of material rendering (mesh-based and decal-based)
  • frustum area attachment debug
  • advanced coloring and texture mapping
  • cinema-like projector
  • multiple types of shape projection (rectangle, circle, masked)
  • can be attached to sockets and bones
  • configurable projection receivers
  • distance-based coloring
  • camera direction and game type independent

Gallery

Documentation

 

Getting Started

It’s good to start with an example demo that presets all features and a wide range of possibilities for implementing the system in the game.

The simplest way to use Projection FOV is:

  1. Drag and drop BP_ProjectionFOV on the map. 
  2. Adjust the actor to your scene or attach it to the actor using (the AttachTo function)
  3. Choose the material and set it to the ProjectionMaterial attribute. You can use any type of material from templates ProjectionFOV/Materials/Templates

Projection FOV

Two types of projection can be used with the Projection FOV system – decal projection and mesh projection. The type of projection is detected automatically based on the master material used in the blueprint. Both have some special features and some limitations that need to be addressed. 

Decal projection

Implemented in master material M_ProjectionFOV_Decal

  • Can be only used with the BP_ProjectionFOV  actor because requires a decal component.
  • Can be filtered by “Receive decals” so you can disable the rendering effect on some meshes. 
  • Uses translucent blending
  • Good for rendering area of sight
Decal projection material used in the Projection FOV blueprint for presenting the area of visibility.

Mesh projection

Implemented in master material M_ProjectionFOV_Mesh

  • Works pretty well with normal fading
  • Can be used on static meshes (SM_FrustumInside or SM_Light)
  • Uses multiplication blending
  • Good for simulating spotlight (car lights)
Mesh projection material used in example car blueprint as multicolored spotlights.

Material parameters

The Projection FOV comes with predefined material instances (ProjectionFOV/Materials/Templates) configured for use in some specific cases.

Users can create their materials as well by creating a copy or material instance from master materials M_ProjectionFOV_Decal/M_ProjectionFOV_Mesh. 

Material parameters can be also modified dynamically during gameplay ProjectionInstance in ProjectionFOV. 

Changing the base color of projection in gameplay using material instance reference.

Comments

4 thoughts on “Projection FOV”

  1. 张小白 says:
    5 August 2021 at 03:56

    Conical viewing angle, the visible range is green, and the invisible range is red. The walls in the conical viewing angle are also displayed in this way. Is this ok?

    Reply
    1. Krystian says:
      26 September 2021 at 15:47

      Try the newest update there was a lot of improvement added regarding coloring and shadows.

      Reply
  2. Paul says:
    23 October 2021 at 17:29

    There a way to receive the Result in the PostProcess(-Material)?

    Reply
    1. Krystian says:
      13 May 2022 at 17:18

      Unfortunately no.

      Reply

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