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[TUTORIAL] Quick Time-of-Day Setup

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    #46
    When I get a chance I am so going to play with this. Quick question have you tested it with LPV GI enabled? Just asking cause I planned on trying it that way anyways just thought I would ask.
    Demented owner and founder of NeoSpawn Games
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      #47
      Oh man I just got around to messing with it and I LOVE IT. Only thing that's missing is a moon with light cause I noticed once the sun drops below and goes to night it puts you in unlit mode. Though that can be fixed easy with just adding any light besides the "sun". Awesome work man. Do you mind if I PM you a question concerning the BP and something I am working on?
      Demented owner and founder of NeoSpawn Games
      Current Project: Project Yami (place holder title) Next-Gen Fighter using UE4
      FanPage: www.facebook.com/NeoSpawnGames
      Official(under construction): www.neospawngames.net
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        #48
        I got it to actually run in LPVGI after a little tweaking even with some Dynamic Particle Lighting as well. Amazing BluePrint man although one thing I did notice if you go higher then 60seconds for a cycle sometimes it seems to get stuck at noon and then change access. Not sure if it's from a setting I messed with or a bug still looking in to it but amazing BP man.
        Demented owner and founder of NeoSpawn Games
        Current Project: Project Yami (place holder title) Next-Gen Fighter using UE4
        FanPage: www.facebook.com/NeoSpawnGames
        Official(under construction): www.neospawngames.net
        Personal FB: http://www.facebook.com/Keiyentai
        LinkedIn Profile: http://www.linkedin.com/in/Keiyentai

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          #49
          Dang it, you're right, it is getting stuck at noon. That shouldn't be happening, I'll see if I can figure it out.
          Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

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            #50
            Okay, it seems to not happen if you simulate instead of play, so it seems like an engine problem. Not sure if I can do anything about it
            Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

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              #51
              I tried messing around with the intended settings and the Blueprint, but I couldn't seem to either reduce or remove the gradient from the horizon. Even after building lighting, it wouldn't budge. What am I doing wrong?

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                #52
                w/o using LPV

                Is it not suppose to cast shadows (i disabled shadows on directional light, but shadows work if i enable it)

                then at night it basically goes into unlit mode, so u can still see everything.

                Just curious if this is as intended
                Twitter - @TheKRushin

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                  #53
                  Originally posted by tehwave View Post
                  I tried messing around with the intended settings and the Blueprint, but I couldn't seem to either reduce or remove the gradient from the horizon. Even after building lighting, it wouldn't budge. What am I doing wrong?
                  im having the same issue.
                  pd: Excuse my English.

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                    #54
                    The white area is in the horizon color. Look at the Horizon color array and note that it doesn't exactly goes to black at the right point in the timeline. This variable is linked in the engine so you might have to expose the engine section of the content browser to find it.
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                      #55
                      Sorry for not replying guys, haven't been checking this thread

                      @KRushin, without LPV you can still have shadows, but it will be much lower quality of lighting overall. The reason everything goes into unlit at night means you probably have an ambient cubemap set up in your post process, and because of Eye Adaptation, it makes the light really bright at night.

                      @tehwave and @Alexarg: Like Shoiko said, the colors of the sky are controlled by the various gradients. Also, you can try disabling fog. Eye Adaptation will also make everything really bright at night, so try turning that off and see what happens.
                      Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

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                        #56
                        A good mod of this for single player games would be to match player's local time and adjust the sky dome to the current real time of day. Helps a lot with immersion and I think all games should do that.
                        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                          #57
                          Originally posted by BrUnO XaVIeR View Post
                          A good mod of this for single player games would be to match player's local time and adjust the sky dome to the current real time of day. Helps a lot with immersion and I think all games should do that.
                          This would be cool, but singleplayer campaign missions are often designed around the time of day they need for that mission. Also, it would be really annoying if you could only play at night after you got home from work, and you never saw the daytime in the game.

                          That said, it would be neat to implement, just for fun. I'm guessing that you'd need to compile your own engine to create a way to access the PC clock, unless UE4 already has this functionality built-in. (Actually, is there already a BP node that does this?)
                          Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

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                            #58
                            I think there is no built-in blueprint, but the engine have this in C++ side: https://docs.unrealengine.com/latest...Now/index.html
                            If you want venture on creating custom Blueprint for this, they have a how-to on the Wiki xD: https://wiki.unrealengine.com/Custom..._Node_Creation
                            Also Rama have somewhere a guide of how to create Blueprints as a plugin so you can distribute them and users don't have to recompile the whole engine source code. I didn't mess around with that yet.
                            | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                              #59
                              Adding a moon option for night time light source would round this thing out perfectly. I'm going to see what I can come up with, but just started looking into bp code so will take me some time. Just would really make it complete feeling, as even at night there are light sources from stars / moons etc. I did cheat and make a stationary planet provide some night time lighting, but having a dynamic aspect of that would be great. Possibly option to attach a mesh, and provide a height value or such. Or at least case scenario ability for it to not have the light ray etc.

                              Anyways amazing work and thank you all for the time into it.

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                                #60
                                I just stumbled upon this thread and I was digging through the blueprint and I have to say that it looks pretty amazing, however it is not working for me. I have tried multiple times and i can get the time of day to print, but the day night cycle sticks at what appears to be the darkest portion of night from the moment the level is played in both "play" and "simulate". Any suggestions?

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