I don't know if can be helpful, but if you go in project settings you can switch from Light Function Atlas Format from 8 bits Gray Scale to RGB Color, then check Deferred Lighting uses light function atlas (and maybe also Translucent uses light function atlas), so you can use just one light, and plug directly your texture in RGB node!
Maybe you've figured out by now, but you can also blur the bottom of the stained glassed window far less than near the top of the window's reflection. It's because, realistically, the image will be very sharp when window is close to the reflection. It adds depth, and makes the reflection much more interesting
This was extremely helpful; thank you for taking the time to put this together. The blueprint was extra-helpful, as I was not looking forward to adjusting each parameter individually on a light-by-light basis. Thank you again!
One way of doing the Light Materials a bit easier would be using Static Switches each wired from RGB with their own true/false then add together into the Emissive. Create Material Instances for each Spot Light and set R = true on the Red Light, ect. Then you can edit the parent with different textures, ect and have them all update.
This is brilliant! So really nice work! :D For the channel switch, I used a component mask and converted it to a parameter. So plug the RGB node (the top one) of the texture into the mask which is a parameter, and make sure RGB is selected in the mask. Then you create material instances and pick which channels you need to mask :)
Very helpful, however, my issue is actually creating the stained glass. I'm recreating a convent for a recreation of a video game I love and I see all these videos on how to adjust lighting from the stained glass. I can't find any that show how to actually make the glass that looks just like yours. Or a place where I can download a material for it.
Nice tutorial! Im making something similar, could you guide me on how to create assets such as the cathedral windows, benches, confession booth with detailing? Thanks!
+7 spades What do you need to know? I'm doing it with some decent success. You can get a free 3D model of Strawberry Hill House off of CG Trader and learn a lot about Gothic Revival architecture from that. Just decombine the object into its individual meshes and have a look. Then benches in this video are kind of self-explanatory, so I don't know what you're asking about that, and I didn't see the confessional here.
I'm currently remastering a level from Hitman 2, Gontranno Sanctuary. I have trouble modeling the church styled windows, benches, confession booth. I've seen this tutorial and its very helpful. But if you can help me out on these issues, that'd be grreat :D
7 spades I'm not sure what you need to know exactly unless you're completely new to modelling. Look at the Mike Hermes channel and see has he covered what you need. He has aan absolutely gigantic library of modelling tutorials and takes requests. But also, please be more specific about what you need and I'll try to help you.
heya im getting an error too many overlapping shadowed moveable lights, shadow casting disabled - im aware that light functions dont work if shadow casting is disabled but i dont get why its getting automatically switched off
so it turns out its an unreal bug. I deleted my skylight and nothing changed so I pressed ctrl+z to bring it back and lo' and behold the spotlight works. Unreal's so fucking weird sometimes istg
@@Shad0xFr No they cannot. To bake the shadows with the texture so to speak, you would need to use transclucent shadow color docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Lightmass/
I don't know if can be helpful, but if you go in project settings you can switch from Light Function Atlas Format from 8 bits Gray Scale to RGB Color, then check Deferred Lighting uses light function atlas (and maybe also Translucent uses light function atlas), so you can use just one light, and plug directly your texture in RGB node!
Thank you so much for this tutorial! Even 7 years later. Extremely well explained and helpful. Cheers!
Maybe you've figured out by now, but you can also blur the bottom of the stained glassed window far less than near the top of the window's reflection. It's because, realistically, the image will be very sharp when window is close to the reflection. It adds depth, and makes the reflection much more interesting
This was extremely helpful; thank you for taking the time to put this together. The blueprint was extra-helpful, as I was not looking forward to adjusting each parameter individually on a light-by-light basis. Thank you again!
Even now in 2020, it's really usefull. Thanks a lot.
2021 now and still usefull
One way of doing the Light Materials a bit easier would be using Static Switches each wired from RGB with their own true/false then add together into the Emissive. Create Material Instances for each Spot Light and set R = true on the Red Light, ect. Then you can edit the parent with different textures, ect and have them all update.
This is brilliant! So really nice work! :D
For the channel switch, I used a component mask and converted it to a parameter.
So plug the RGB node (the top one) of the texture into the mask which is a parameter, and make sure RGB is selected in the mask.
Then you create material instances and pick which channels you need to mask :)
God bless you!
Very helpful, however, my issue is actually creating the stained glass. I'm recreating a convent for a recreation of a video game I love and I see all these videos on how to adjust lighting from the stained glass. I can't find any that show how to actually make the glass that looks just like yours. Or a place where I can download a material for it.
Thank you very much
Nice tutorial! Im making something similar, could you guide me on how to create assets such as the cathedral windows, benches, confession booth with detailing? Thanks!
+7 spades What do you need to know? I'm doing it with some decent success. You can get a free 3D model of Strawberry Hill House off of CG Trader and learn a lot about Gothic Revival architecture from that. Just decombine the object into its individual meshes and have a look. Then benches in this video are kind of self-explanatory, so I don't know what you're asking about that, and I didn't see the confessional here.
I'm currently remastering a level from Hitman 2, Gontranno Sanctuary. I have trouble modeling the church styled windows, benches, confession booth. I've seen this tutorial and its very helpful.
But if you can help me out on these issues, that'd be grreat :D
7 spades
I'm not sure what you need to know exactly unless you're completely new to modelling. Look at the Mike Hermes channel and see has he covered what you need. He has aan absolutely gigantic library of modelling tutorials and takes requests. But also, please be more specific about what you need and I'll try to help you.
When i apply the light function, nothing happens.. I can't see the stained glass on the floor. What should I do please?
did you make sure to change the material type?
heya im getting an error
too many overlapping shadowed moveable lights, shadow casting disabled - im aware that light functions dont work if shadow casting is disabled but i dont get why its getting automatically switched off
so it turns out its an unreal bug. I deleted my skylight and nothing changed so I pressed ctrl+z to bring it back and lo' and behold the spotlight works. Unreal's so fucking weird sometimes istg
Ok but ... What about the light complexity then ? Isnt that a prblm ?
Yea its expensive. Only use this as a "hero" lighting if you need dynamic lighting. Otherwise bake it.
@@Defaultsound ok but lights cant have functions into static mode right ?
@@Shad0xFr No they cannot. To bake the shadows with the texture so to speak, you would need to use transclucent shadow color docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Lightmass/
wrong path, mate