Unofficial DMX in Unreal MegaThread. 4.26+

Is there a recommended show designer software that can link into Unreal for creating ‘chases’, light patterns, etc? I specifically work with water features. Depence is an option but it is very expensive. Thx

I got really excited about GrandMA3 - Vectorworks - Unreal all being able to use the GDTF specs, but at this point a Datasmith export from VWX Spotlight just gives me spotlight mesh actors, even with each VWX lighting fixture associated with a GDTF profile.

Is there some plan for making more data transferable, even enabling MVR imports?

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Hey Pharma,
Yes, there are plans in the works for better GDTF support as well as MVR going forward. It will be in the UE5 timeframe, but absolutely there will be more support for these formats.

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Hello!
I’ve been trying to get DMX to work with controlling material texture colors + dimmer, but I’m still unable to get the dimmer part to work as intended through MagicQ.
I have been following this tutorial so far Control Unreal Objects and Parameters with DMX - YouTube and it has addressed on how to manipulate material colors but it sadly does not address stuff like dimmer in order to be able to adjust it in MagicQ.
Any help on how to do this would be appreciated!

Intensity would just be an overall multiplier of the color assuming you are using an emissive material. Just add a multiply node and use the dimmer to multiply by a scaling factor. Say like 10. So if you have dimmer at full you multiply the color by 10.

Hello! Thank you for your reply!
I do have one question about that proposed solution though, how would you be able to control that multiply node using the dimmer node through MagicQ using an actor blueprint like in the tutorial?
Would it be another Set Vector Parameter Value On Materials node? Or would it be through another kind of node?

I would probably use a set scalar paramter if it is just 1 value being changed. Make sure on your instance it is named properly and it should be pretty easy to rig up. Alternatively you could use a material parameter collection if you wanted, but it’s not necessary.

Good evening I read that as regards the import of the GDTF format, only the XML data are imported without the model I wanted to know it is possible to insert an fbx or 3ds model in the window that appears when you click on the XML file and create the fixture using give you XML with the imported 3d model? If it can be done how can I get this result?
Thanks!!
Greetings!

[quote=“, post:77, topic:151114, full:true”]
Good evening I read that as regards the import of the GDTF format, only the XML data are imported without the model I wanted to know it is possible to insert an fbx or 3ds model in the window that appears when you click on the XML file and create the fixture using give you XML with the imported 3d model? If it can be done how can I get this result?
Thanks!!
Greetings!

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No, we don’t have any real connection between the GDTF import process and creating blueprint fixtures in Unreal. The BP fixtures are somewhat agnostic at this point and do not have attributes that relate to imported GDTF attributes. This is something that may happen in the future, but it’s a huge undertaking. In the meantime, you can copy an existing BP, replace meshes, turn on and off components to get what you want, but it’s a manual process.

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Good evening how can I animate this 3d model in unreal I attach photos explain better how I can create a fixture similar to those gdtf with aniamzione light display illuminated and rotation pan, titlty, gobo etc. How can I do it?

!

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Thanks!

Very much looking forward to this. The prospect of having to import via CSV, or insert one at a time, was daunting. Approx 700 movers and washes in the patch…

Appreciated much

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With the upcoming MVR import in the works, should I be proactive and adapt the generic fixture profiles to match what will be imported?

Thanks Again

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Hello everyone in a new empty project how can I insert the fixtures that are already present in unreal? and above all once inserted how do I clone them and then edit the meshes for example the same type of lighthouse in different models to create different lights
Thank you !!
Greetings!!
!!!

I’m sorry, I don’t really understand the question. Perhaps some more information?

Hi

I’m not worried about Unreal receiving a DMX signal. I was wondering if Unreal could be used as a Visualiser to create chases of water and lights (for a water feature) then outputted to an Artnet DMX signal? Some Blueprint/Sequencer examples of chases etc. would be really helpful.

Thanks

Funny that’s one of the projects I’m working on

Were you already working with the fountain map in the DMX Tutorial?

As far as output there’s probably a way. Although clearly when the previz is done, the sequencer needs to be captured to a dmx stream for playback in the real world.

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In all honesty, I keep bouncing between learning Blender and learning Unreal on a weekly basis.

I haven’t done any real testing with the fountain map but I intend to at some point.

What is holding me back from Unreal is that Epic hasn’t released what UE can do with water simulations yet (just some hints from Asher Zhu). Fluid Ninja and Fluid Flux have done some great work and Embergen has been working on LiquidGen but hasn’t released anything yet.

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Is pixel mapping working on UE5 preview? I was able to make it work on UE4.26 but UE5preview gives me some bugs:

  1. No output preview
  2. The hierarchy is all bugged out

EDIT: so I tried again with 4.27, and I have the same problem, so it might come from the fact that I’m using a M1 Mac? Before I was using a intel Mac when it was working.

Hi, I’m fairly new to DMX in UE4. Is there any way to create custom fixtures with multiple lights? for example making the Wash LED able to have a different color on each lens?

I wolud appreciate some help.

Thanks!