Per-tile reflections
About 1800 mirror tiles and up to 3000 reflection rays. Each ray is line-traced, so tile-shaped dots land correctly on walls, floors, trusses and people.
A physically based mirror ball for Unreal Engine, built by a lighting designer. The pin spot hits the ball and every mirror tile reflects its own ray into the haze, so the dots land exactly where real light would. Control it live from your lighting desk over DMX.
Not a texture or a fake projection: the reflections are calculated per mirror tile and traced into your level.
About 1800 mirror tiles and up to 3000 reflection rays. Each ray is line-traced, so tile-shaped dots land correctly on walls, floors, trusses and people.
Hundreds of crisp beams turning through the room, with a single Haze Amount slider for the look.
A pin spot fixture in a hanging yoke with distance, height, zoom, RGB colour, strobe, lens glow and hotspot. Objects in the beam really block the light.
8 channels over Art-Net or sACN: dimmer, rotation, red, green, blue, strobe, zoom and chain length. GDTF file included. Tested with ChamSys MagicQ.
A motor with real chain links raises and lowers the ball smoothly, by hand, in Sequencer or over DMX.
Every show parameter is keyable in Sequencer for clean Movie Render Queue renders. Works in packaged Windows builds, optimised to run on all CPU cores.
Install it from Fab with the Epic Games Launcher, ready-compiled, with no Visual Studio needed.
Get it on FabQuestions or support: info@vanengelandt.net