Announcement

Collapse
No announcement yet.

[TUTORIAL] Quick Time-of-Day Setup

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

    Hello All,

    This is such a great resource! Thanks for sharing!

    I am fairly new to the engine and I am also an architectural visualizer. (although game development could be a fun hobby!)

    I will try to download this as a starting point (and to learn).

    I had some fresh ideas for features though. Lets see if anyone else would like them; if not, ill try them on my own.
    • It could be nice to have a compass with a north direction on it. The sun would always rise in the east and set in the west.
    • The sun only shines strait down at noon on the equator at the summer solstice, otherwise, the "arc" that the sun follows tilts south in the north hemisphere and north in the southern hemisphere. (Assuming we are on earth). So, we could set a location on earth, and rotate the north direction and get a realistic day night cycle for that location on earth, but a hacky way that might work is to just have a "tilt" (public) variable. so we could tilt the sun toward the north or south. (this might help the the gimbal lock too?)
    • Maybe the moon could show for a specified fraction of nights and/or have phases?


    That's what I could come up with off the top of my head.

    Fun stuff!

    Thanks!
    Ryan Dashkevicz
    SmithgroupJJR
    ______________
    Ryan Dashkevicz
    Visualization Specialist
    SmithGroupJJR

    Comment


      Hi Daniel. You can check my geographically correct sun system here: https://forums.unrealengine.com/show...ect-Sun-System
      It pretty much does what this BP is trying to achieve. It's built with arch viz requirements in mind.
      Cheers,
      George
      George Cretu
      founder & executive CGArtefacts

      Marketplace content - Photo Studio Pack
      BP-Geographically-Correct-Sun-System

      Comment


        Hey greg FYI I'm still workign to enhance this BP I was going to post something as soon as i get clouds that I like. and other things
        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


          Hello,

          @greg i didnt use the premade TOD ive created my own based on another, but i think u can help me either!

          I have Sunrays in my sunlight but there are not centered on the actuall sun itsself. So if i look in the sunn i cann see that the rays are coming at least 5 unitsleft of it...
          Is it possible that the Suntexturemesh and the lightsource didnt have a matched way at rotating? Its just a small problem but i have to fix that...

          thx

          Comment


            @rdashkevicz, I like your tilt idea, I'll see if I can do that. Although it seems that cgiteach has that under control, you could try his.

            @Shoiko, I'm glad to hear you're still working on clouds. I tried a ton of stuff, but it never looked nice. I suck at materials.
            Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

            Comment


              Hey, gregdumb


              For some time I am using your system. It was one of the first things I did when I started with unreal 4. But from the beginning I noticed that the moon did not have any texture. The moon is only a blue circle. When I opened the sky material I noticed that the texture node is disconnected. This is strange because I tried reconnect it in various ways without success. How can I add this texture on the moon?


              Click image for larger version

Name:	timesofday.jpg
Views:	1
Size:	499.8 KB
ID:	1078947



              I hope what I have requested is possible.



              Luny
              lunybunny.com
              lunybunny.com

              Comment


                New version: http://gregoryjb.blogspot.com/2015/0...f-day-v13.html

                The bright horizon has been fixed, among other things.

                @lunyBunny, I was working on the moon texture but ended up breaking everything, so I left it out of the release. The way I plan to do it in the future is to have a separate plane around in front of the dome with the texture on it.
                Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

                Comment


                  New version 1.4: http://gregoryjb.blogspot.com/2015/0...f-day-v14.html

                  Sun/moon lamps are now self-contained, sky lamp was added, and there is a moon texture.
                  Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

                  Comment


                    Thank you so much gregdumb, this is a really great contribution to the community. I have toyed for some time with your old version in the past and it seems like you improved literally all of the weaker parts of the system - well done (though I have yet to try it)!

                    Comment


                      thanks @gregdumb for giving us this update

                      I liked the new moon.


                      but as @Zeiten said, the moon is in front of the clouds. To achieve a better effect I had to change the moon's material to translucent and modify it a little bit.

                      About the point in the center of textured moon.
                      There has to be a way to disable the previous moon effect. Or combine the scale control of this effect to work together with the textured moon.


                      Click image for larger version

Name:	MOON.jpg
Views:	1
Size:	284.8 KB
ID:	1080254



                      But I found another problem, formed a cloudy spiral galaxy in the center of the sky

                      Click image for larger version

Name:	Sky.jpg
Views:	1
Size:	305.7 KB
ID:	1080255


                      luny:B
                      lunybunny.com
                      lunybunny.com

                      Comment


                        My plan was to separate the clouds from the rest of the sky so the moon could go between them. Also you should be able to set the moon disk size to zero to make it go away. I'll make a better fix in the next update.

                        As for the clouds thing, that will be tricky, I'll see if I can edit the texture at all.
                        Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

                        Comment


                          Hey Greg

                          thank you for this community resource getting ready to use it in my project

                          Comment


                            Hey, gregdumb

                            I Think the moon could be a sphere geometry. Once, I obtained an amazing result with a moon texture in good resolution applied in a sphere with glowing and FuzzyShading effect, then I used world composition to allocate the "very big Moon" outside the persistent level. I also had with decal a very good result, which I could animate as well as the moon geometry.

                            On the part of the center of the sky, you can to use animated particles bilboards for the clouds closer to the ground to cover the empty area on the center of sky, surrounded by transluscent or masked big semi-spheres to the most distant clouds and finally a physically-accurate planetary sphere with a moon or sun over.


                            luny:B
                            lunybunny.com
                            lunybunny.com

                            Comment


                              Hey gregdumb. First off, thanks for providing this system for us to use.

                              I noticed with v. 1.4, I can't get the dynamic shadows going the way I used to in 1.2. I'm making a mobile game and using the mobile/html 5 preview rendering level, and I have gotten dynamic shadows to work previously, just FYI. I dug into the blueprint itself, but can't quite put my finger on it. The screenshots below show how the game looks in the Editor, and in PIE, and you can see the difference in lighting and shadows.

                              Click image for larger version

Name:	Screen_Lighting.jpg
Views:	1
Size:	607.9 KB
ID:	1080361
                              Click image for larger version

Name:	Screen_LightingPIE.jpg
Views:	1
Size:	496.7 KB
ID:	1080362

                              Comment


                                @RHopperArchimage

                                Are you sure this is related to the TOD system and not UE 4.8 itself? AFAIK UE 4.8 has several issues related to the problem you are describing.

                                Comment

                                Working...
                                X