Tom Sirdevan, look developer and lighting artist, replaces the environment map in the Blueprint sky with one that is procedural and dynamic. He explains the dot product and shows how it can be used in the Material Editor to create a gradient for the sky, and also demonstrates how to connect parameters from the sky material to Blueprint to expose them in the Details panel.
- [Voiceover] You might have noticed that…the size of the building in our environment is too big.…Certainly we could replace the map with another…that is better suited to the scale of the scene,…but in this video, we're gonna replace…the environment map completely.…And get you started on a dynamic sky.…If you're making a video game,…there's a good chance you'll want the sky to be dynamic…for reasons like showing the passage of time…or tying together the aesthetic of a level.…We'll edit our Blueprint and sky material…to create a gradient across the sky.…And we'll also add a sun and show you how to get…the directional light in your scene…to change the position of the sun.…
Let's begin by turning the intensity…of the SkyLight back on.…Selecting the SkyLight and I'm going to go to…Light and Intensity, and I'll put that back to one.…Before we go any further,…we need to cover a tiny bit of math.…We're gonna use the Dot Product node,…which is a very handy and commonly used…function in Materials and Lighting.…When two direction vectors point in the same direction…
- Direct lighting
- Indirect lighting
- Creating a sky with Blueprint
- Deferred shading
- Dynamic sky and sun