Announcement

Collapse
No announcement yet.

[TUTORIAL] Quick Time-of-Day Setup

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #31
    Originally posted by leonn3k View Post
    **** dude, that's amazing! I have a few questions though.

    1. I noticed there's a Sky Light Variable in the default category, what exactly goes there?
    2. I also noticed that your terrain/scene gets a lot darker at night than mine does, how would I make mine darker?

    Thanks a bunch!


    1. I use a sky light for ambient lighting. The script brings that in to change the sky light to almost 0 at night because it some how made my texture red... now that i think about it my terrain material may be messing up my day and night lighting as im using an over lay... this might be it but blah...

    2. As before it might be my setting because my character gets dark but still visible.
    12 CatBlack Studios - One man with a dream, to create amazing things...
    RPG Engine Toolkit: https://www.unrealengine.com/marketp...engine-toolkit
    Auto Terrain Cover V3: https://forums.unrealengine.com/show...ver-V3-Release
    Youtube: https://www.youtube.com/channel/UCuT...VDuzeIeJ6_j1pA
    Facebook: https://www.facebook.com/pages/12-Ca...52913014823124

    Comment


      #32
      Hey guys,

      This is incredible. Nice work!

      Gregdumb, Tesla, Shoiko, Axtel: would you consider working together to update the wiki into a full tutorial, including details for default settings and variables that need to be created (and what each are for), in a step-by-step fashion? I know it would be some work, but many people would benefit from this information, and you guys have done a fantastic job with this.

      I would also suggest some information on optional additions, such as including a second directional light to act as a moon.

      And please continue to post here to let people know of the things you learn in the process!

      Again, fantastic work.

      Ben Halliday

      Comment


        #33
        Originally posted by Ben Halliday View Post
        Hey guys,

        This is incredible. Nice work!

        Gregdumb, Tesla, Shoiko, Axtel: would you consider working together to update the wiki into a full tutorial, including details for default settings and variables that need to be created (and what each are for), in a step-by-step fashion? I know it would be some work, but many people would benefit from this information, and you guys have done a fantastic job with this.

        I would also suggest some information on optional additions, such as including a second directional light to act as a moon.

        And please continue to post here to let people know of the things you learn in the process!

        Again, fantastic work.

        Ben Halliday
        Hi Ben,

        Thanks for the kind words, they are very encouraging! I will definitely update the page over time to include more detail. I'm still learning the stuff myself though, so it might take a while I originally intended it as a quick setup to admire the dynamic GI, but I guess I really should turn it into more of a full tutorial/reference.

        And thanks for being so interactive with the community. The support we are getting from you guys is awesome

        -Greg
        Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

        Comment


          #34
          Originally posted by Shoiko View Post
          1. I use a sky light for ambient lighting. The script brings that in to change the sky light to almost 0 at night because it some how made my texture red... now that i think about it my terrain material may be messing up my day and night lighting as im using an over lay... this might be it but blah...
          The sky light is convenient, but in UE4 you should prefer to use an ambient cubemap, which will also give you specular reflections.

          It's a PostProcessVolume property, which is painful to use in BluePrint right now due to having to set all post process settings at once. I worked around that by adding a second PostProcessVolume that just overrides the ambient cubemap + intensity, and then setting the blend weight of that volume based on the time of day.
          Andrew - Twitter - Web

          Comment


            #35
            Originally posted by Ben Halliday View Post
            Hey guys,

            This is incredible. Nice work!

            Gregdumb, Tesla, Shoiko, Axtel: would you consider working together to update the wiki into a full tutorial, including details for default settings and variables that need to be created (and what each are for), in a step-by-step fashion? I know it would be some work, but many people would benefit from this information, and you guys have done a fantastic job with this.

            I would also suggest some information on optional additions, such as including a second directional light to act as a moon.

            And please continue to post here to let people know of the things you learn in the process!

            Again, fantastic work.

            Ben Halliday

            I will have to make a fully dynamic environment BP with random weather. I will post my process here. But I am in the learning phase right now. I'm just trying to get an understanding of environment and foliage and architectural design, but I'm learning in phases next week I'll be on Character, AI, and weapon development so it will all come together slowly.



            Originally posted by AndrewJSch View Post
            The sky light is convenient, but in UE4 you should prefer to use an ambient cubemap, which will also give you specular reflections.

            It's a PostProcessVolume property, which is painful to use in BluePrint right now due to having to set all post process settings at once. I worked around that by adding a second PostProcessVolume that just overrides the ambient cubemap + intensity, and then setting the blend weight of that volume based on the time of day.
            I have seen this parameter but even comming from Torque Game Engine I have yet to get into this aspect.
            12 CatBlack Studios - One man with a dream, to create amazing things...
            RPG Engine Toolkit: https://www.unrealengine.com/marketp...engine-toolkit
            Auto Terrain Cover V3: https://forums.unrealengine.com/show...ver-V3-Release
            Youtube: https://www.youtube.com/channel/UCuT...VDuzeIeJ6_j1pA
            Facebook: https://www.facebook.com/pages/12-Ca...52913014823124

            Comment


              #36
              Originally posted by AndrewJSch View Post
              The sky light is convenient, but in UE4 you should prefer to use an ambient cubemap, which will also give you specular reflections.
              If you look here: https://docs.unrealengine.com/latest...map/index.html It says

              Note: The Ambient Cubemap has very limited local shadowing (SSAO only). Use a Sky Light instead when representing the sky's lighting.
              So I'm not too sure which is right.

              In other news, I've made my skydome blueprint completely self-contained, with the directional light built in. I'm thinking that we should make a fully-featured sky blueprint that people could just drag-and-drop into their levels and treat it like a built-in time of day feature (like cryengine's).
              Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

              Comment


                #37
                Originally posted by gregdumb View Post
                That's a good point for static lighting, but afaik sky lights are only shadowed when baked into a light map; if you're changing the sky brightness dynamically, the ambient cube map should still be the highest quality option.
                Andrew - Twitter - Web

                Comment


                  #38
                  Originally posted by Ben Halliday View Post
                  Hey guys,

                  This is incredible. Nice work!

                  Gregdumb, Tesla, Shoiko, Axtel: would you consider working together to update the wiki into a full tutorial, including details for default settings and variables that need to be created (and what each are for), in a step-by-step fashion? I know it would be some work, but many people would benefit from this information, and you guys have done a fantastic job with this.

                  I would also suggest some information on optional additions, such as including a second directional light to act as a moon.

                  And please continue to post here to let people know of the things you learn in the process!

                  Again, fantastic work.

                  Ben Halliday
                  Sure, why not?

                  Comment


                    #39
                    Originally posted by AndrewJSch View Post
                    That's a good point for static lighting, but afaik sky lights are only shadowed when baked into a light map; if you're changing the sky brightness dynamically, the ambient cube map should still be the highest quality option.
                    Ah thanks, didn't know skylights were static-only.
                    Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

                    Comment


                      #40
                      Okay, I have been working on more advanced time-of-day setups (no, I didn't quit ), but it's a bit hard to put into a tutorial, it can be quite a complicated setup. I feel that maybe I should make a map template that people could use, and just treat it like a built-in TOD feature. I'd put all the documentation for it on the wiki. The flip side is that it can be mistake-prone to use something you didn't make. What does everybody think?
                      Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

                      Comment


                        #41
                        Originally posted by gregdumb View Post
                        Okay, I have been working on more advanced time-of-day setups (no, I didn't quit ), but it's a bit hard to put into a tutorial, it can be quite a complicated setup. I feel that maybe I should make a map template that people could use, and just treat it like a built-in TOD feature. I'd put all the documentation for it on the wiki. The flip side is that it can be mistake-prone to use something you didn't make. What does everybody think?
                        Sounds great to me! I'm looking forward to it
                        Artist and Amateur-Blueprintist at SpiritShock

                        Comment


                          #42
                          This is really neat. Thanks for sharing your findings with us

                          Comment


                            #43
                            thanks alot for this, really helpful
                            Game Artist

                            Comment


                              #44
                              Glad to see that you guys want it! It might take a few more days, I want to clean everything up and document it properly. Should be done soon though
                              Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

                              Comment


                                #45
                                Alright, the pre-made blueprint is available for download! Get it here: https://d26ilriwvtzlb.cloudfront.net/7/70/Skydome.zip

                                Instructions to get it working:

                                1. Copy the "Skydome" folder into your project folder, under "Blueprints."

                                2. Open your project & map.

                                3. Make sure that your Directional Light (sun) has "Cast static shadows" OFF and that its mobility is set to "Movable."

                                4. Delete the default skydome. Drag-and-drop "BP_Skydome_DayNight" from the content browser into the level. (This is the asset you downloaded.)

                                5. In BP_Skydome_DayNight's properties, under the "Sun" category, set "Directional Light Actor" to be the directional light in your level. (Just click on the property, a menu should pop up. Select the thing called "Directional" something.)

                                6. REBUILD LIGHTING. This is important.

                                7. Now play/simulate. The sun should move, and the shadows should change!

                                The first thing you probably noticed is that it was changing way too fast. The "Day Cycle Time" property (in the "Time of Day" category) controls how many seconds = one day. So make this higher if you want a slower sun (longer days). Feel free to experiment with the other properties as well!

                                If it isn't working, please make sure that you followed all of the steps above correctly. They are all necessary!

                                Finally, please give feedback! Was it useful? Not useful? Too complicated? Broken? Let me know below!
                                Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

                                Comment

                                Working...
                                X