- Create or open any project
- Enable the Movie Render Queue plugin then restart the Editor
- Create a New Material named 'M_DDL'
- In the material graph create:
- Texture Sample with Texture set to 'T_Perlin_Noise_M'
- A Constant set to 1.0
- A Constant set to -1.0
- A Constant set to 0.5
- A Constant4Vector set to 0,0,0,0
- Create a 'LinearInterpolate' node
- Connect Constant -1 to A
- Connect Constant 1 to B
- Connect Constant 0.5 to Alpha
- Create an 'Add' node
- Connect the Texture Sample to A
- Connect the Lerp to B
- From the Add node connect a Clamp node
- Connect the Clamp node to Roughness
- Connect the Constant 4 Vector to the Base Color
- Apply, Save, and close the material
- Apply the M_DDL to any Static Mesh in the level and keep the viewport camera pointed at it
- Create and open a Level Sequencer
- In the Sequencer Select the Camera Button to add a Camera to the scene
- Select the Movie Clapper button to open Movie Render Queue
- In Movie Render Queue under Settings select Unsaved Config
- Disable Deferred Rendering
- Select '+ Setting' > Deferred Rendering(Detail Lighting)
- Select Accept
- Select Render (Local) and wait for the render to finish
- Open any of the rendered frames
The M_DDL texture would be visible in the render. Similar to setting the View Mode in the View Port to Detail Lighting.
The M_DDL is not visible. The renders match Lighting Only mode in the View Port.