
Set up the supplied reference image and create the cylindrical body in Rhino. Use the four viewports to check orientation and proportions before developing the end details.
Build the end-cap components from circular curves and surface profiles. Develop the rim, front face, and center detail, then mirror the cap components to the opposite end.
Assign contrasting material finishes to the body and cap components. Organize the geometry into layers so individual parts can be selected, hidden, and edited more easily.
Use section curves and cutting geometry to separate the top strip from the cylindrical body. Adjust its thickness, inspect the joins, and assign a distinct surface appearance.
Create the rounded base and upright connection of a support foot. Fit it beneath the body, copy it to the opposite end, and review the assembled model and its materials.
Export the Rhino wallwasher as an FBX file and import it into an existing Unreal Engine project. Review the import settings before continuing. Basic Unreal Engine knowledge is required; this lesson starts with a project and scene already open.
Assign finishes to the housing, trim, caps, and cover. Use Edit Pivot in Modeling Mode to adjust the cover pivot.
Refine the first end cap with PolyGroup Edit. Create a warm emissive material and control its strength with Multiply and Constant nodes.
Adjust the opposite end cap and apply the same emissive material to its circular center. Compare both ends for a consistent result.
Merge the wallwasher mesh actors, check the material slots, and adjust the existing scene lighting and HDRI intensity for a preview.
Enable Unreal Engine's DMX plugin, create a DMX Library, and define the WallProduct pixel-bar fixture with a 15 × 1 matrix and a red cell attribute. This lesson starts in an existing Unreal project.
Work with the wallwasher fixture in the Unreal level, adjust its transform and DMX light settings, and verify the output in the viewport.
Review the wallwasher mesh and materials, refine the DMX fixture's quality and output, and adjust the environment for a clear product presentation.
In this lesson, connect the wallwasher fixture in Unreal Engine 5 to MADRIX using Art-Net. Define the RGB pixel matrix, set the universe and DMX channel range, map the pixels in the MADRIX Patch Editor, and create color and Plasma effects. Use the DMX Watcher and Unreal viewport to verify the output and refine the animation. Follow along with your existing wallwasher project, and keep the universe and channel settings consistent in both applications.
Create evenly spaced lens shapes in Photoshop and prepare sharp and softened masks for the wallwasher. Export the images, import them into Unreal Engine 5, and compare the mask in the lens material preview.
Refine the emissive lens material in the Unreal Material Editor. Follow the texture-coordinate, Bump Offset, and Multiply connections, compare lens masks, and apply the updated material to the wallwasher.
Test the wallwasher with live MADRIX output and adjust Color Scroll settings. Position and duplicate fixtures along a wall, review their alignment, and compare the illuminated surface from different viewing angles.
Review the fixture group in the MADRIX Patch Editor and check its pixel order and DMX addressing. Compare Clouds, Plasma, and color effects in Unreal Engine 5 to evaluate movement, color, and wall coverage.
Extend the wallwasher arrangement across the room and refine fixture placement along both walls. Use close-up and wide views to check lens appearance, light direction, spacing, and overall coverage while the effects play.
Edit the MADRIX color gradient, compare Color, Noise, and Clouds effects, and refine the effect mapping. Save the Unreal and MADRIX setups, then review the completed lighting scene and animation across both walls.
This course contains the use of artificial intelligence.
Course scope and expectations: This is a project-based workflow and design-development demonstration, not a complete Rhino or Unreal Engine training course. It does not teach either application from the beginning or explain every command, feature, or setting. Instead, it follows a specific wallwasher project through selected stages in Rhino, Unreal Engine 5, and MADRIX, showing how the design idea develops into a visual lighting presentation. Basic familiarity with Rhino and Unreal Engine is expected. Some operations continue inside an existing Unreal project and may move quickly. Review the curriculum and preview lesson to confirm that this workflow matches what you want to learn.
Artificial intelligence is used for the English narration and certain visual assets. The software demonstrations show the instructor's project workflow; the focus is on design decisions, handoffs between tools, and the finished lighting concept.
In this project-based course, you will follow a wallwasher lighting project from its 3D model to an animated lighting presentation. The workflow connects Rhino modeling, Unreal visualization, and MADRIX lighting control.
The project begins in Rhino with a supplied reference image. You will see the wallwasher body, end caps, circular details, upper strip, and support feet modeled, organized in layers, and prepared with materials for export.
Next, the model is exported and FBX assets are brought into Unreal Engine 5. The demonstrations cover assigning materials, adjusting component pivots, refining the model, preparing scene lighting, and building a DMX-responsive wallwasher fixture.
The project then connects Unreal Engine to MADRIX through Art-Net. You will see how RGB matrix data, universes, channels, and pixel mapping are set up and checked. Color and animated effects are tested in the Unreal viewport to show how lighting data appears on the product.
In the final section, lens masks are created in Photoshop and refined in the Unreal Material Editor. Wallwasher groups are arranged along textured walls and extended into a room layout. MADRIX effects such as Color Scroll, Clouds, Plasma, and Noise are compared while the lens appearance, fixture alignment, light direction, and wall coverage are reviewed from close and wide views.
This course is intended for 3D artists, product visualizers, and lighting designers who already know the basics of Rhino and Unreal Engine and want to understand this particular cross-application workflow. Required software licenses are not included. The project focuses on visual modeling and lighting presentation; electrical design, physical hardware commissioning, and manufacturing specifications are outside its scope.