This project started with a cylinder, an “animated” emissive material, and a regular plane.
I wanted to test if it was possible to light a scene using emissive geometry, and how fast would Lumen react to sudden changes in lighting.
Basically, it worked quite well; and about two weeks later, this is the result.
Here’s two screenshots showing the difference between Lumen GI and Reflections and the regular Screen Space based solution.
This entire scene is so dreamy. I was expecting something kind of techy or cyberpunk with the lighting at the beginning. Then I got this beautiful temple moment. It’s just stunning.
Hi! This is fantastic! great submission! I was aswell recently trying to wrap my head around an animated light like that. I was wondering if you can give a little bit more details on how you achieved the animation of that mesh?
How can you create that complex curvy shape and how can let the shape grow from 0 to end.! Thanks in advance
Hi! Thanks for the comment =). The animation was achieved in a very simple manner, though this way of doing it won’t work for every case.
It’s a curve with its lenght UV unwrapped along the U axis (treating it like some kind of timeline).
Then in the material I just compare the UVs of the mesh with a value ranging from 0 to 1 (in my case I animated this value using the sequencer and a Material Parameter Collection).
Here’s a screenshot for clarity, english ain’t my native language and I’m not sure I made any sense at all xD.