Making A Projector Light in Unreal Engine 5 Using Light Functions

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  • Опубліковано 28 січ 2025

КОМЕНТАРІ • 7

  • @Luiscook123
    @Luiscook123 2 місяці тому +2

    @PeytonVarney how do you get the spot light to be square like in the last movie scene?

    • @pouya_gamedev
      @pouya_gamedev Місяць тому

      A rect like for projection and a dim spot light for the mimic of the spot like effect

  • @pblcbflc
    @pblcbflc Місяць тому

    thanks for your story
    but i have a problem, because LightFunction video 1920x1080 is broadcast as big pixels (squares)
    how to get quality

  • @John_atCTS
    @John_atCTS 3 місяці тому +1

    Awesome Peyton! Was hoping you would do a Projector follow-up after the Movie Screen Tutorial - thanks!!
    Something I noticed when I was playing around with this initially using just a noise texture in v5.4
    Everything works, but I'm noticing that my LF Materials are passing through my meshes.
    If I place a basic Cube between the spotlight and the floor, in the Cube's shadow I still see the LF Material.
    I found an old UE4 post that suggested turning off Cast Shadows on the Spotlight to fix but that didn't work.
    Source Radius will, but I need a large radius because I want to have the LF affect several meshes in my scene - but the LF Material is bleeding through them and creating "wrong" shadows.
    Any thoughts?

    • @PeytonVarney
      @PeytonVarney  3 місяці тому

      They are just standard static meshes you are bringing in? I know there's some new LF features in 5.4 that could potentially be a culprit as well but I think it's probably something to do with the mesh or some random setting. I plan on doing a follow up to this video going over some 5.4 stuff with it as well and can check to see if I come up with any similar issues!

    • @John_atCTS
      @John_atCTS 3 місяці тому

      @@PeytonVarney - yup, replicated it with just the basic shape meshes (cube, cone, etc.). I have the same problem with a 3rd party BP that does water caustics (which is were I initially ran into this issue) - It uses a Rect Light for the Caustic Light Function and I noticed that it just passes through all the meshes in my scene. It seems UE is treating the LF as a light source "up to a point", then it's almost acting like a Decal when it hits a mesh. The Source Radius seems to control how far it goes.
      I haven't had the chance to test it out in 5.5 yet.

    • @John_atCTS
      @John_atCTS 3 місяці тому

      @PeytonVarney - PS. As I was researching my issue, I ran across this in the 5.4 Docs for Light Functions that I thought you might find interesting (you probably already know about this, but just in case).
      =============== v5.4 ==========================
      By default, the light function atlas uses grayscale for light functions, but you can change this in the project settings by setting the Light Function Atlas Format to 8 bits RGB Color to have them use color. Colored light functions work with volumetric fog, Lumen global illumination and reflections, and with materials set to translucent or single layer water.
      Colored light functions require the project setting "Deferred Lighting Uses Light Function Atlas" to be enabled. This setting is on by default when using the light function atlas.