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[TUTORIAL] Quick Time-of-Day Setup

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    #76
    Ah, I see you moved all the lights into one blueprint. I tried doing this, but then it's not possible to change the sun's settings per map, that's why I chose to leave them separate. I find it causes less problems to assign your own light actors in each map; I couldn't actually get your lights working in my map.

    Also, I believe skylights are static-only, which might not work to well with a full day/night cycle. I think and ambient cubemap might be better, but those are set in post-process, making it hard for a blueprint to access them. Tradeoffs...

    On another note... is it possible to make custom templates sharable on the web? It would be much easier to say "download this template" than to say "download this blueprint, then replace the old one, then set the sun property..." Just a thought.
    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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      #77
      Once you drop a instance of your BP onto a map then you can select that object and make changes per instance on the field. Just like when I have one monster character that will house all my monster types. Once you drop it into the field I can configure each to be different but the behavior of the attached BP will be the same outside of dynamically loaded Behavior trees/mesh/animation BP

      As for sky light it is dynamically affecting my ambiance of my scene in real time I don't have the code in there but i had the skylight changing at night gradually to have a portion of night where the map was almost completely dark and as the moon moved across the sky it got gradually brighter.

      As for temples i have no idea.
      12 CatBlack Studios - One man with a dream, to create amazing things...
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        #78
        Originally posted by Shoiko View Post
        Once you drop a instance of your BP onto a map then you can select that object and make changes per instance on the field.
        But AFAIK you can't change the settings for components of the blueprints per-instance (can you?). For example, in your blueprint, can you change the sun's shadow-casting settings in each instance?
        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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          #79
          Originally posted by gregdumb View Post
          But AFAIK you can't change the settings for components of the blueprints per-instance (can you?). For example, in your blueprint, can you change the sun's shadow-casting settings in each instance?
          You are correct but Likewise you can expose desired configurations to the Details tab and the constructor for that instance can be used to modify said desired changes. Like we do already for position rotation etc. Anything is possible really.
          12 CatBlack Studios - One man with a dream, to create amazing things...
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            #80
            Yes, that is true. IMO it's not worth it though, it's a lot of work to set every property manually in the constructor, and you still might miss something that somebody else would want to set. I prefer keeping the lamps out of the BP. Just my opinion though
            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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              #81
              Update! Release highlights:

              Support for a moon is added!
              New "SunMovementCurve" property lets you have precise control of the speed of your sun during different times of the day.
              Sample map now included!
              Properties are better organized, and a new "ToD - Debug" section has been added.

              Download & more info: http://gregoryjb.blogspot.com/2014/0...day-setup.html

              Hope you guys enjoy! And of course, leave feedback What do you want to see added next?

              Quick note: The moon will not move; that is not a bug or a setup problem. I didn't feel moving it was necessary, as nobody really notices that in real life - not like we notice the sun's movement, anyway. If you guys think it's important I will add 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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                #82
                Keep up the good work! Its crazy how far a good Time of day system/Sky system goes for a game (especially if its dynamic like this). I've been using your system and it works really well. I hope that you keep working on it/keep it update so when epic kinda releases their "store" you can release it on there.
                Twitter - @TheKRushin

                Feel free to ask questions and come learn to be an #UnrealDev

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                  #83
                  Originally posted by gregdumb View Post
                  Quick note: The moon will not move; that is not a bug or a setup problem. I didn't feel moving it was necessary, as nobody really notices that in real life - not like we notice the sun's movement, anyway. If you guys think it's important I will add it.
                  What it doesn't move? Riot/Hiss/shun the none believer! :P

                  I'm going to download this this weekend.
                  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
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                    #84
                    Originally posted by Shoiko View Post
                    What it doesn't move? Riot/Hiss/shun the none believer! :P
                    Okay fiiiine, I'll make it move What do you think is the best way, just make it opposite the sun at all times? (So that it's always visible at night.)

                    @KRushin, glad to hear you like 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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                      #85
                      I think opposite is the safest way to start, if nothing else. I could think of some interesting world scenarios where you might want to have night in one section and day in another to simulate being on the other side of the virtual world, but that is a harder problem to solve since it can be so unique.

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                        #86
                        How can i edit the sun and moon texture?

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                          #87
                          Originally posted by gregdumb View Post
                          Okay fiiiine, I'll make it move What do you think is the best way, just make it opposite the sun at all times? (So that it's always visible at night.)

                          @KRushin, glad to hear you like it!
                          Other than using it for default ambiance i haven't messed with it too much (or really even the default sky BP). It would be neat to see more clouds by default.
                          Twitter - @TheKRushin

                          Feel free to ask questions and come learn to be an #UnrealDev

                          How to report a Bug

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                            #88
                            Originally posted by casiopaier View Post
                            How can i edit the sun and moon texture?
                            They aren't a texture, they are a mask generated in the material. I tried to make the moon a texture, but I'm no good at complicated materials like that.

                            Originally posted by KRushin View Post
                            Other than using it for default ambiance i haven't messed with it too much (or really even the default sky BP). It would be neat to see more clouds by default.
                            Ahhh yes, clouds. I tried making my own cloud system with dynamically adjustable clouds, but like I said, I suck at materials -- so I failed. Right now the clouds are defined by a texture (just find the reference in the mat) which I guess you could change if you wanted.

                            The reason I haven't posted an update in a while is because I ran out of ideas to implement (and because anything I wanted needed material skill, e.g. clouds). Sooo... any ideas? Or help with materials?
                            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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                              #89
                              Hey Greg,

                              Just wanted to say a big thanks for providing the TOD Blueprint as a starting point. We have taken it and added a few extra features which I can upload someplace for you to take a look at and incorporate if you like.

                              - Changed the curves to represent a 24 hour timeline, so we could make sunrise, sunset, dawn and dusk have different values
                              - Added support to lerp between different post processing volumes over time
                              - added support for Exponential Height Fog
                              - Did some checks to make sure the moon and sun directional lights are never on at the same time. We wanted to make sure we were only ever using one Directional light in the scene.

                              I will be covering all this in a dev blog later this week, and will make sure to credit you with the initial TOD blueprint setup.

                              thanks again!

                              AJ
                              Uppercut Games

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                                #90
                                Oh yeah we added moon movement in too

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