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HISM Lamp Array

ADDITIONAL INFORMATION

Type:
Plugin Type: tools
Release date:Feb. 5, 2026
Description:

HISM Lamp Array — a plugin for quick multiplying different types of lamps with their own light sources, such as Point Lights or Rectangle Lights and assembling them into one or many HISM components.

Instruction:

To use the plugin, you should install it and just drag and drop the HISMLamps actor into the scene — this will create the HISM Lamp Array actor. Then you can set up it in the details panel.

Details panel:
- Settings:

-- Lamps And Their Settings: (here you can add/setup HISM Components and Light sources for each HISM Component)
---- Mesh: Set a mesh for the HISM Component.
---- Height Offset: Set the height offset of each HISM Instance of this HISM Component, sometimes you need it when the mesh doesn't stick with the ceiling.
---- Materials: Add materials if you don't want to use the default, index0 must be the material of the lighting part with "Brightness" and "LampColor" parameters. It already exists in /All/Plugins/HISMLampArray/LampMaterials.
---- Light Type: You can choose between None, RectLight and PointLight. In some cases one looks better over another.
---- Light Color: Choose the color of the lamps light.
---- Light Intensity: if you want the lamp's material to have brightness 0, set here 0, everything higher than 0 will automatically make the brightness of the material equal to 1. But mainly it will set up Intensity of the light source.
---- Attenuation Radius: Set Up Attenuation Radius of the light source.
---- Light Height: Set up the height offset of the light source. Make it closer to the lamp or farer.
---- RectLight Width: Set up RectLight Width if you use RectLight Light Type.
---- RectLight Depth: Set up RectLight Depth/Hight if you use RectLight Light Type.
---- Quantity Percent: Works as Ratio, For example if you have 2 different HISM Components, you can set Quantity Percent for each 50 an 50, and it will mean that both of them will occupy 50% of the total instance quantity. But you also can set it up like 1st: 100, 2nd: 50. It will mean that the quantity ratio will be 2/1.

-- No Object Trigger Boxes: Often buildings have complicated shapes, so you can remove some excess lamps from the "square array", to fit with the shape of the building. You must use for that Trigger Box Actors. Just create one, place it to make it overlap the lamps you want to remove, and add it to the No Object Trigger Boxes field.
--HISM Cull Distance: Set Up Cull Distance for the HISM instances.
-- X Quantity: Set Up Instance Quantity for the X axis.
-- Y Quantity: Set Up Instance Quantity for the Y axis.
-- Z Quantity: Set Up Instance Quantity for the Z axis.
-- X Distance: Set Up the distance between 2 Instances for the X axis.
-- Y Distance: Set Up the distance between 2 Instances for the X axis.
-- Z Distance: Set Up the distance between 2 Instances for the X axis.
-- On: Set Initial condition for all lamps: On or Off. Then in Blueprint you can get the actor and use "Set Lamps On" function to turn the lamps On and Off.

-- Randomizer: Here you can set up random transforms for the instances.
---- Random Transform: Enable it if you need random transforms.
---- Equilateral Scale: Enable it if you want the scale be equals for all axes.
---- Random Transform Min: Set Up the minimal transform for the random range.
---- Random Transform Min: Set Up the maximal transform for the random range.

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