Solved - 6-way Lightmap Smoke in Unreal

My _01 is
R: Right
G: Left
B: Above
A: Alpha

My _02 is
R: Down
G: Back
B: Front
A: Emitting

If the image doesn't expand, you can right click on it and open it in a new tab. It should then be displayed in full resolution.

The texture compression I use adds an alpha channel (and the cost included in it) by default. So I decided to add a separate emission map that I can colorize and erode separately from the alpha channel that processes opacity. The cloud of smoke I am using is the same for texture 1 and 2 and is only lit from different directions (hence the name 6-way light map). I used Embergen for this texture before adding the 6-way lighting feature, but even now I still manually render out every single pass of light. Then I adjust the levels in Photoshop and combine the textures in their respective channels. I also do this individually because the Embergen 6-way textures have light direction textures in different channels than the setup I copied from Nate. So keep that in mind when you look at my setup. I may have different directional textures in different channels than you do.


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