I have a large object (1 static mesh) in the level, something like a space asteroid. I want to create a self-light texture that will only be visible on parts of the object that have low light. Is there any ready-made function in the material editor that will help me solve this problem?
What I’m asking about might be something like Falloff Map in 3D MAX which looks like additions and an improved version of the freshnel functions in Unreal.
I use it already 25 years. It gives to blend maps between 5 different stages.
P.S I think Shadow/Light function in 3D MAX measures only direct lighting of an object, and don’t take in account global illumination. But for me it is good enough.
One way to get the similar effect would be to use SkyAtmosphereLightDirection node in material editor and use dot product to check if mesh faces look at your Directional Light.
On your Directional Light actor you may specify Atmosphere Sun Light Index. Only two of such lights are supported.
Alternatively, you can pass any number on directional vectors into your material to control such effects.
This however won’t get you information about shadows casted on it (neither by itself or other meshes). But should be good enough for planets and big enough asteroids
Yes, it works with directional sunlight. But I think I will ask my friend to make plugin more like 3D MAX has. Wish will be able to take in account all the lights. We will see if it possible.
Such an agility will give many advantages. Especially when you built not really real world.