If I have a free roaming camera (meaning I can rotate the camera around the character). Is there a simple way to make the light direction always be coming out of the camera?
They give different results. This method also allows you to add a light and shadow color or full on texture if you want. You have a lot of power to control what and how you want it to be.
Hello, is it possible to have a tutorial for Decal Material? I want spawn decal on the ground when the grenade or barrel explodes, but when it's near the wall the part on the ground is correct but the part on the wall is blurry and messed up and warp.(Also to spawn blood on the surface) I looked for a way, but my problem was not solved. Thanks for your help
Yeah I can do a tutorial for that. So basically you want the decal to align to the normal of the mesh when it hits, correct? So it always looks like it "sticks" to the geometry.
If your project settings are set to none, check your post process volume. It might be unbounded and it can be set to lumen there. The post process volume overwrites the global project settings.
Great video! What a nice cheat. I could see using the atmosphere light vector for other effects as well. very cool.
Thanks, yeah I use it for lots of things as a mask. :)
If I have a free roaming camera (meaning I can rotate the camera around the character). Is there a simple way to make the light direction always be coming out of the camera?
The simple way is just to parent it under the camera in the outliner.
Pure gold!
Thank you :)
@@Procedural_Minds No prob, you just push my foliage to a whole new level!
Why dont you use distance field indirect shadows instead? They use the static lighting probes to simulate dynamic shadows :/
They give different results. This method also allows you to add a light and shadow color or full on texture if you want. You have a lot of power to control what and how you want it to be.
Hello, is it possible to have a tutorial for Decal Material?
I want spawn decal on the ground when the grenade or barrel explodes, but when it's near the wall the part on the ground is correct but the part on the wall is blurry and messed up and warp.(Also to spawn blood on the surface)
I looked for a way, but my problem was not solved. Thanks for your help
Yeah I can do a tutorial for that. So basically you want the decal to align to the normal of the mesh when it hits, correct? So it always looks like it "sticks" to the geometry.
Will this work with Unreal Engine PaperZD sprites?
I'm not sure. It requires normals, but worth trying.
@@Procedural_Minds using normal maps. I'm trying to see whether if I can achieve fake lighting with sprites.
My global illumination seems to be locked to lumen. Any ideas?
If your project settings are set to none, check your post process volume. It might be unbounded and it can be set to lumen there. The post process volume overwrites the global project settings.
how to change the direction of it
It is based off of the directional light, so you just need to adjust that.
Can you do this with metahumans?
You should be able to do this with any material at all, even metahumans.