If you’ve ever used Maya or 3DS Max, you’ve probably seen an option in the material attributes/settings to change the color of an object where it is in shadow (black by default).
Is this possible in Unreal? If not, is there an equivalent because I did not see any options for this.
A picture of an ambient color map in 3DS Max for reference:
I’s not exactly the same but did you try to output an additional color in the emissive output of your material? You should be able to achieve a similar effect…
I’m not sure that’s the same. Ambient color changes based on the ambient lighting intensity and it’s color (in Unreal’s case skylight would be the ambient light??). Would it be the same in that way?
I believe there are a couple of ways you can achieve this. From what I understand you’re looking to have a specific texture appear on the dark areas of your object, so you’ll probably need to use some basic shadow maps - here is a link to probably the best way to archive this: https://www.tomlooman.com/disneyfaciliershadow/
Another option is to fake the effect the effect in Material Shader when when using the Deferred rendering - you can have a light vector from a particular direction hitting the object. This does have many drawbacks: ie single light direction, no shadows/self-shadows. but it might do the job for more basic uses
Here’s a quick way to do it:
What you’re asking for doesn’t make sense in UE 4. A surface being in shadow just means that the surface isn’t receiving any lighting. Use ambient lighting to light up surfaces in shadows. A skylight is what people generally use for the specific purpose.
Shouldn’t be a problem if anything you’d be better off using the method shown in the link as that is in my opinion the higher quality option and it works only with the forward renderer