6-Way lightmap Material colors Help - UE5

Hi there! I’ve been engaged on this topic for the last couple of weeks and i cant get some of the colors of the material right. Im really struggling on how should the colors be multiply and added. I started it following this topic 6-way lightmap WIP and others found on the internet!

For reference, im trying to make the colors just like this: https://www.artstation.com/artwork/14lg83

Im currently using 2 textures. TLR + alpha, BBF + Emissive, for the colors, I’m using the color of the directional light (Atmosphere Sun Light Illuminance on ground), but it just looks weird! What Im i missing here? Blueprint material below! Thanks!!!


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hey @SpaceNerd so one way to do this is to get a custom node and get the light direction something like this

return View.DirectionalLightDirection;

This gets the light direction from the scene that way you will have accurate data

After that, you can use a transform vector from world space to tangent space, and then you separate them into 3 separate masks so you can use that data in the If node.
R
G
B

(I like to think of the If node as a switch that flips between two states depending on whether the input value is above or below a certain threshold.) :smile: again that is me others might disagree

This is how I set up my Textures https://youtu.be/mIZWydCfU4A

T1

R: Right
G: Left
B: Top
A: Alpha

T2

R: Bottom
G: Back
B: Front
A: Emissive

Then after that, you can abs, multiply, then add them together with the masks so when you preview the add node in the material editor and move the light around holding L it should work

as for controlling the rest here is what I have done I made it this way so I can control everything separately

Lastly, we have the color data this gets the color from the scene

return View.DirectionalLightColor;

I go a bit in-depth about this here https://youtu.be/0Q6QxUdrKW8 :slight_smile:

I hope this helps

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