Custom DMX Fixtures in Unreal Engine 5.1

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  • เผยแพร่เมื่อ 23 ต.ค. 2024
  • Tutorial on how to make your own DMX fixtures in Unreal. it's pretty cool.
    I show you how to make a basic 1 channel light, a 4 channel RGBD light and a very special 5 channel RGBDE light.
    Soon I will post a video about how to make custom matrix fixtures.
    For now, stay tuned and leave a comment below!

ความคิดเห็น • 12

  • @devinazlucas1528
    @devinazlucas1528 9 หลายเดือนก่อน +2

    Oh thank you for that !
    Do you plan on making a tutorial on how to make like a moving head fixture ? ( with gobos and all ? )

    • @careychomsoonthorn1246
      @careychomsoonthorn1246  9 หลายเดือนก่อน +1

      i don't plan to, no. the reason for this is because i believe Unreal's dmxfixture plugin has pretty good standard fixtures already. you can import a gdtf file into the dmx library and unreal's moving head actors will adapt themselves to the parameters in that file. with regards to gobos, i haven't tested this yet but i'm sure there is a way.
      of course, i have tried implementing this myself and creating my own moving head, but it's simply less efficient in blueprints. i believe the solution lies in creating a light function material and adjusting that - whether you create one material with many gobo shapes, or if you simply switch between different light function materials in the blueprint, i don't think it makes a huge difference. let me know if this answers your question and if you'd like me to try to do a video on this.
      (also i've started working full-time since last july, so i've had a lot less time.)

  • @NithinMichaelAmbrose
    @NithinMichaelAmbrose 9 หลายเดือนก่อน

    This Tutorial made me understand about Custom DMX Fixtures, I need to build a flame machine with tilt options, I have built the Niagra FX System, but will this process work or any other method should i look into ?

    • @careychomsoonthorn1246
      @careychomsoonthorn1246  9 หลายเดือนก่อน

      you can definitely rotate objects in blueprints using floats so yes. i still need to test out the niagara emitters to see how you adjust the output in blueprints, but i don't imagine it should be too difficult.
      it's all the same sort of process in honesty - you're just accessing the float at the dmx address and using it to affect your blueprint.

  • @飞飞-o6c
    @飞飞-o6c ปีที่แล้ว

    good,cool

  • @GrantedArt
    @GrantedArt 10 หลายเดือนก่อน

    question do you have one for making the fireworks dmx fixture or would it be the same process

    • @careychomsoonthorn1246
      @careychomsoonthorn1246  10 หลายเดือนก่อน

      hey hey, with regards to any emittance type fixtures like fireworks or pyro, it would probably be something like creating an actor with an emitter (niagara particle system), then using some logic with dmx to trigger the emitter and perhaps even some parameters to control. I imagine those parts would be similar to the light components or the dynamic material parameters (where we would Set Light Intensity or Set Light Colour, or whatever), where you simply need to use the emitter's in-built blueprint functions to alter it within the blueprint.
      If you'd like me to do a short tutorial on how this would work, let me know and I'll do some research into it.
      currently learning c++ to do all of this more efficiently

  • @gianpia2831
    @gianpia2831 ปีที่แล้ว

    hey , how are you , thanks for the tut , I was struggling . how would ctc be built

    • @careychomsoonthorn1246
      @careychomsoonthorn1246  ปีที่แล้ว +1

      hey, what are you referring to with 'ctc'?

    • @XBreesantX
      @XBreesantX 9 หลายเดือนก่อน

      @@careychomsoonthorn1246 he means color temperature correction, so a variable to make the white colder or warmer.
      Thanks so much for the tutorial, I actually liked seeing you think about things and make small mistakes. It makes it clearer how everything is working.

    • @careychomsoonthorn1246
      @careychomsoonthorn1246  9 หลายเดือนก่อน

      @@XBreesantX aw thanks that's sweet - yeah i don't really have patience.
      re: ctc, I believe that the light components in ue5 have a temperature setting. so when the spot light component is created (whether in the blueprint editor as a component or within the construction script), you can edit the component created so that it uses a temperature control ('Use Temperature'). then when you iterate over the light component list to apply dmx, you can use the 'Set Temperature' function, with the incoming dmx float as the new temperature. obviously you'll need to apply some maths to get the correct range like, new_temp = dmx_f * 9200 + 2800 for a temp range of 2800-12000K. let me know if you'd like me to explain in more detail.

  • @jacobiArt.
    @jacobiArt. 7 หลายเดือนก่อน

    Can you share this project?