Shader glow real time

hi all, can some one sad, how it creating ?v=3tHI2J9_c9k ??

creator of shaderforge dont show this shader even for unity community)

Unfortunately, Emissive lighting is not supported in Unreal Engine 4. I hope Epic is working on it.

https://www.assetstore.unity3d/#/content/14147
://www.polycount/forum/showthread.php?t=123439

i interesting only shader effects

thanks.

Mb u know where i can read more information about UE 4 shader noods ?

P.S. i dont need shader forge, i interesting only shader effects, but u sade ue4 not supported Emissive Lighting yet, will w8 )

https://docs.unrealengine/latest/INT/Resources/ContentExamples/MaterialNodes/1_5/index.html )))) go to testing

That effect simulates a spherical area light with a shader, however UE4 already supports spherical area lights natively. Just create a point light and increase the radius to get that effect.

dont understud, can u show me ?

At the moment, light radius doesn’t have any effect in Lightmass (I’m assuming that’s what you’re referring to) as it’s disabled for some reason, I think due to the massive increase in build times. It’s also not dynamic either as shown in the video linked above.

Error SM_MatPreviewMesh_01 Object has wrapping UVs.
Error SM_MatPreviewMesh_01 Object has overlapping UVs.
Info SM_MatPreviewMesh_01 Lightmap UV are overlapping by 75.4%. Please adjust content - Enable Error Coloring to visualize.

dont undetstud … why error ?

You need another UV channel for lightmap UV’s. (I’m seeing this question FAR too often)

https://docs.unrealengine/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html

tree glow

tree floor


result

hm … some thing wrong

Take a look at this video: As TheJamsh said, you need a 2nd uv channel with a proper lightmap

From what I understand, it means that UE4 point light is still a POINT light whenever you increase its radius or length, there is only a reflection trick that makes it LOOK like an area light, isn’t it? *I remember smth like ‘a representative point’ term used to describe the effect (or what it smth else, I’m not sure about it). :rolleyes:

I may be wrong here, too, but does this have smth to do with screen-space reflections? Like, say it depends on camera position on-scene and reflection quality is actually changing according to it. Just a guess, if only I recall it right.

It is doable with dynamic lights. It is also possible with lightmass . All you need to do is to set Min. Roughness to 1 and disable inverse square falloff in the light properties.

can u show sreenshot ?

Make an emissive material, apply it to a sphere and put a point light inside of it. :stuck_out_tongue:
You can even make a blueprint like that where you can set the color, intensity, size of the light depending on the sphere.

inside sphere ??? second light ???

but why i have this artifact ://i.imgur/5sPmCJ0.png ???

Here is a very basic setup i did for you. Please download and check it out.

https://db.tt/dAbwgPsl

thanks, but why i have artifact in here ://i.imgur/5sPmCJ0.png ???

UE4 can’t seem to do reflections properly.