Check out my Gothic Cathedral project, an architectural visualization built in Unreal Development Kit (UE3).
This project was lots of fun, as it was my first introduction to light functions. This knowledge helped build the flickering shadows of the flames, as well as the stained glass lighting that spreads through the cathedral. It turned out to be a beautiful project!
Watch the tutorial below to see how I was able to make the flames come to life using simple Light Functions in UDK.
I forgot to mention this in the video, but any material you create to be used as a light function will need to have this property enabled: MUTUALLY EXCLUSIVE USAGE Be sure to tick “Used as Light Function” in order for this material to, well, be used as a light function.
Below you’ll find a still image of the material I built for this light function. You may also be interested to know that I used this same technique to achieve the stained glass lighting for the Gothic Cathedral. For stained glass, it was as simple as creating a new light function material that added the stained glass texture to an emissive node. Nothing fancy about it like the one below, just texture to emissive. Though you’ll also need to make the static mesh with an emissive material to achieve the proper effect.