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Physical Sky - Weather System (Prototype)

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    #16
    Obviously it looks epic, perhaps some question though. How is snow buildup handled? Is this actual mesh being added on, or are you using some sort of POM material? Also what is the performance cost on this thing in terms of ms or FPS.If performance cost is cheat i would buy that any time if you sold it.

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      #17
      Thank you all!

      Originally posted by OverRated_AU View Post
      Very nice work any idea how your going to release this and when thanks?
      I plan to release two versions. One without AI (maybe some basic dependencies will be included) that will obviously be available earlier.
      And one with AI and real world weather data.

      As to where and when: I aim to finish the version without AI until the end of summer as a full featured plugin. And hopefully it will be on the UE4 Marketplace.


      Originally posted by Sitrec View Post
      Looks really promising this! I'm definitely interested in buying it once you release. The most important thing for our project is being able to have it act and look as realistic as possible.
      My goal is to have a solid system that works for every kind of product and art style. It will be at least as realistic as it is now when it's beeing released. If thats not enough for you the system will have many ways for you to further improve on that.


      Originally posted by janpec View Post
      Obviously it looks epic, perhaps some question though. How is snow buildup handled? Is this actual mesh being added on, or are you using some sort of POM material? Also what is the performance cost on this thing in terms of ms or FPS.If performance cost is cheat i would buy that any time if you sold it.
      The snow buildup in the video is entirely made with vertex displacement on the landscape. I started it with tesselation but that was way too performance heavy (around 30fps drop).
      By using regular vertex position offset I noticed a drop of max 5fps.

      To find there areas where to buildup the snow I used the distance field in the landscape material (the landscape has no distance field representation to not necessary to exclude that).
      This method is 100% realtime so if you move the sphere the buildup would move with it. In Snow V2 you will be able to edit that buildup with extra vertex paint or landscape blend layers.

      The thing that has the heaviest impact on performance are the clouds. They produce super heavy overdraw and I've found no way to say: stop when alpha has reached 1.
      So depending on whether you look directly at them or not the cost ranges from 30fps to 50fps. I will not try to find out the exact costs in ms as they are so high that it does'nt make sense.

      Regarding the performance: Nothing is optimized (thats the reason I am doing a full rebuild).
      I just made it so it will run decent on my system for now. Decent meaning at least 40fps on a dev build in fullscreen.

      For reference purposes:
      i7 4790k @ 4GHz
      32GB DDR3 RAM
      GTX 980 4GB
      Last edited by Notminor; 02-19-2016, 12:29 PM.

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        #18
        Wow, this is beautiful. Nice job.

        Are the cloud shapes dynamic or are you feeding it some pre-made maps?

        Can you give me some tips on that glitter you're getting on your snow? Absolutely beautiful.

        Are you doing this in blueprints?

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          #19
          Originally posted by Gmi View Post
          Wow, this is beautiful. Nice job.

          Are the cloud shapes dynamic or are you feeding it some pre-made maps?

          Can you give me some tips on that glitter you're getting on your snow? Absolutely beautiful.

          Are you doing this in blueprints?
          The shape of the clouds is entirely done inside of the cloud material with a single noise node.




          The snow glitter is far from being final. What you see in this screenshot was done in roughly 10min to have at least something.
          I will not go into detail how I did it in this version. I will do that when Snow V2 is finished.
          In case you want to recreate exactly what I have done here a screenshot of the glitter part of the material.
          The MF_LinearMaskSizeSmooth material functions just increase or decrease the white part of a greyscale mask.



          And yes everything in the prototype is done with blueprints.
          I've just started to learn UE4 C++ to move almost everything to C++ to increase the performance and refine the architecture of the system.

          Comment


            #20
            As long as you give the user all those settings which you have in that widgets available in a C++ plugin i think it will be fine, similar to how TruSky does it but TruSky is way to overprice for indie devs, It would be nice to select difference settings/modes as i plan to use it on a survival game I'm working on so not every think offered will be needed, looking forwards to testing it out .

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              #21
              Originally posted by OverRated_AU View Post
              As long as you give the user all those settings which you have in that widgets available in a C++ plugin i think it will be fine, similar to how TruSky does it but TruSky is way to overprice for indie devs, It would be nice to select difference settings/modes as i plan to use it on a survival game I'm working on so not every think offered will be needed, looking forwards to testing it out .
              I will give the user even more settings than there are right now if he wants to use them.
              I might even do a custom version that is either the weather effects only and no transition system or only the transition system but no effects.

              As for pricing, I can and will not try to say how much it will cost at this moment.

              Comment


                #22
                Originally posted by Notminor View Post

                My goal is to have a solid system that works for every kind of product and art style. It will be at least as realistic as it is now when it's beeing released. If thats not enough for you the system will have many ways for you to further improve on that.
                That sounds great. It does already look very nice. Keep it up! Thank you.

                Comment


                  #23
                  Originally posted by Notminor View Post
                  Thank you all!



                  I plan to release two versions. One without AI (maybe some basic dependencies will be included) that will obviously be available earlier.
                  And one with AI and real world weather data.

                  As to where and when: I aim to finish the version without AI until the end of summer as a full featured plugin. And hopefully it will be on the UE4 Marketplace.




                  My goal is to have a solid system that works for every kind of product and art style. It will be at least as realistic as it is now when it's beeing released. If thats not enough for you the system will have many ways for you to further improve on that.




                  The snow buildup in the video is entirely made with vertex displacement on the landscape. I started it with tesselation but that was way too performance heavy (around 30fps drop).
                  By using regular vertex position offset I noticed a drop of max 5fps.

                  To find there areas where to buildup the snow I used the distance field in the landscape material (the landscape has no distance field representation to not necessary to exclude that).
                  This method is 100% realtime so if you move the sphere the buildup would move with it. In Snow V2 you will be able to edit that buildup with extra vertex paint or landscape blend layers.

                  The thing that has the heaviest impact on performance are the clouds. They produce super heavy overdraw and I've found no way to say: stop when alpha has reached 1.
                  So depending on whether you look directly at them or not the cost ranges from 30fps to 50fps. I will not try to find out the exact costs in ms as they are so high that it does'nt make sense.

                  Regarding the performance: Nothing is optimized (thats the reason I am doing a full rebuild).
                  I just made it so it will run decent on my system for now. Decent meaning at least 40fps on a dev build in fullscreen.

                  For reference purposes:
                  i7 4790k @ 4GHz
                  32GB DDR3 RAM
                  GTX 980 4GB
                  Thanks for answering, too bad that performance requirements are so heavy, but still non the less it does look very nice.

                  Comment


                    #24
                    Looks fantastic Notminor! Lookin forward to see more of it

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                      #25
                      WOW looks good

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                        #26
                        EPIC! Want it!

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                          #27
                          Nice job dude, very impressive !
                          CG Artist for StarGate Network

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                            #28
                            Originally posted by Notminor View Post
                            I will give the user even more settings than there are right now if he wants to use them.
                            I might even do a custom version that is either the weather effects only and no transition system or only the transition system but no effects.

                            As for pricing, I can and will not try to say how much it will cost at this moment.

                            That will be nice to offer versions that only do so much so people only pay for what they need for there project.

                            Comment


                              #29
                              Thank you all!

                              I'm super busy righ now writing my thesis. I will try to post the progress of SnowV2 next week.

                              Originally posted by OverRated_AU View Post
                              That will be nice to offer versions that only do so much so people only pay for what they need for there project.
                              I think in this case there will be only one of these versions available on the marketplace. The other ones might be done with gumroad or on another good way.

                              Comment


                                #30
                                Cant wait for next update, really holding fingers crossed that performance hit isnt too bad, becouse that snow buildup feature, cloud transition into rainy mode and the cloud look overall its just too good to have a pass on this plugin.

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