DMX Moving Head Light Fixture shining trough objects

Hey there,

I want to use some DMX Light fixtures for some previs tests.
When I’m using the template Spot or Wash MovingHead fixtures togehter with an imported GDTF data my light keep shining trough all the objects in the map.
I tried to turn on the cast shadow and affect map options in the blueprint of the Moving Heads, same result - no shadows casted.

Anybody an idea what I’m missing?

When I use a generic light the objects do cast shadows so I guess it has something to do with the blueprint.

Would love to use this pipeline any help is much appreciated

Wow. Same Question, but based on the nine months you’ve been waiting with no response, it looks like no one knows how to make this work. Did you ever figure anything out?

I’ve tried
* Turning on Light cast shadow for the MVR lights which are using the BP_MovingHead blueprint from inside Unreal.
* Making sure the light sources inside the blueprint are also set to cast shadows
* Turned on and off Volumetric fog and Volumetric Light Maps
* Messed with Colision settings in the BluePrint
I’ve also found it impossible to get the Moving Head fixtures to emit any color but white, even though the DMX control has values for CMY and also a color wheel.

I was really hoping Unreal could be the previous solution for me, but these challenges are making my renders less than useful.

:frowning:

Enabling Volumetric Shadow on the light component should work for shadow maps. For RT shadows you have to enable:

r.VolumetricFog.InjectRaytracedLights 1

This is because the light beam in the DMX plugin is a raymarching material, the light beam is essentially just geometry. I have been looking for a while now on how to implement a depth buffer to the raymarching of the light beam material that would add shadows.

For now your best bet is to turn on path tracing to get real volumetric shadows