It Doesn't work with WPO but Does with Normals when using WPO to Rotate the vertex (So Rotate Mesh at vertex level, not rotating the mesh - Same end result a mesh rotates) So you don't get blur from pixel updates from a normal shader... Probably should explain better but tl:Dr works hand & hand with WPO but not in WPO. I'd post an image of material But CZcams likes to block messages. Great video as always!
thank you, 1 more exceptional vidéo !!!
Glad you liked it :)
Thanks 🎉😊
You're welcome :)
It Doesn't work with WPO but Does with Normals when using WPO to Rotate the vertex (So Rotate Mesh at vertex level, not rotating the mesh - Same end result a mesh rotates) So you don't get blur from pixel updates from a normal shader... Probably should explain better but tl:Dr works hand & hand with WPO but not in WPO. I'd post an image of material But CZcams likes to block messages. Great video as always!
Please send me the screenshots in Discord or Telegram. I'm interested to see it.
Thanks for the comment Damien, I appreciate it :)
How do you create a blueprint that mirrors geometry across x,y, or Z axis?
@@uimoos I don't know blueprint that much
@HojDee or script, if not that's cool. I just thought u probably know them really well.
@@uimoos not really 😄