Blend at Edges of Cartographic Polygon

Hi,

Is it possible, and is there an example of how to create a blend at the edges of the cartographic polygon so that the transition between the manually built site and the Google-generated stuff is less harsh?

Thanks,

Aidan

I’m not aware of any way to do that. The cartographic polygon clipping works by using the “opacity mask” output of an Unreal Material, which only allows ON/OFF. Even if we could do alpha blending, I don’t think it would work very well here (and the usual depth ordering concerns with alpha blending geometry would apply). Your best bet - though I realize it’s a fair bit of work - might be to manually create a blend region, either as part of the manually built site or as a third model.

Thanks, Kevin!

Hi kevin. Did you find workaround for this?

There’s a way to do it.

Here’s the tutorial - https://www.artstation.com/blogs/immerse/YQNWN/cesium-for-unreal-smooth-blending-for-clipping-polygons.

If I recall correctly, this process didn’t work in my scenario because in my scene, a variety of materials are used across multiple objects, and this works best if you’re blending with a single Landscape Material.

2 Likes

This link works only for square/rectangle shape cartographic polygon. I have multiple raster overlays. Each raster overlay have multiple number of irregular shaped/size cartographic polygons. Is there a workaround to achieve it so that the edges should be fade for each one of them?

Not with the above solution. That’s something I was hoping for as well.

Hi aidnewsome. Any update regarding the problem?