Basic Multi-Instance Fixture in Unreal Engine 5

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In this video, I create a very basic, 8 cell, multi instance, DMX controlled fixture with material that responds to the DMX signal.

In the next video, I show how to add a light efficiently, without adding a light for every pixel.

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00:00 - Start with creating the head mesh
01:15 - UV Editing
02:48 - Geometry/UV Mapping
06:22 - Material Prep
07:50 - Shading Tab
09:05 - Bake Texture
10:52 - Post process with GIMP
11:53 - Export Model
12:57 - Save Blender Project
13:39 - Unreal Engine Importing
14:37 - Begin Building Blueprint
21:10 - Build DMX Profile
23:11 - Resume Building Blueprint
28:33 - Create Material Blueprint
32:19 - Create Material Function
35:31 - Reverse my texture on X Axis
36:34 - Back to Material Blueprint
39:34 - *Unreal Crashed :(*
40:02 - Resume
42:22 - Testing - Discovering Bug
43:46 - Debug - Static Mesh is not present
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Hey Caleb!! Loving the tutorials, they’re so great! Thank you very much for sharing with the world. I am looking to model the Blizzard Motif Vignette fixture. Would you be able to share how to do that as opposed to the square-pixel style in this video? I am unsure about how the UV mapping and texture part would work since the fixture has its own cylinder for each light in blender instead of splitting the rectangle with Ctrl+R.
Thank you

Jacob