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LPV + TOD (Light Propagation Volume + Time of Day) [WIP]

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    #16
    Update 2, at first post.

    Feedback are very welcome!
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      #17
      I assume, by supplying us with a download link, that you intend on releasing this for free when it's finished? I am also working on a weather system with my team and would absolutely love to dissect what you have here. Looks really fantastic!
      --
      Joshua
      Multimedia Artist, Druid Gameworks
      www.joshuaezzell.com
      www.druidgameworks.com

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        #18
        Originally posted by joshezzell View Post
        I assume, by supplying us with a download link, that you intend on releasing this for free when it's finished? I am also working on a weather system with my team and would absolutely love to dissect what you have here. Looks really fantastic!
        Thank you for feedback. Yes, i will put all work steps for download. But don´t worry.
        I´m just a hobbyist and this is my way to contribute with community for all my newbie questions.
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          #19
          You should try this with the trueSKY plugin.

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            #20
            Originally posted by Errvald View Post
            You should try this with the trueSKY plugin.
            Hahahah! This is perfect. Can I stop my work now? hahahahaha
            Last edited by Raziєl; 11-24-2014, 10:51 AM.
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              #21
              Wow, great work! Thanks for sharing.

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                #22
                Originally posted by Mars007 View Post
                Wow, great work! Thanks for sharing.
                Thank You.

                Just a thing. The config "Total Clouds" on this Video, was obsolete now. I will keep this "clouds" an organize it for low secs PCs. What you think?
                YouTube:Coruja Games
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                  #23
                  I'd love to check this out myself but I'm running into two issues:

                  I tried dropping your content files into my Content folder but they wouldn't populate via typical drag 'n drop. The files were in the right spot but they'd never show up in UE4 editor. I got them to show up by making my own folders 'Weather' and 'Clouds' in UE4 then dropping your content into those folders, but it broke all the texture/material hooks because it wasn't in the exact same hierarchy. I then thought it might be a naming issue because I'm using 'Weather' instead of 'Weather Alpha 0.1' but after trying to use that UE4 complained that it doesn't use special characters (spaces).

                  The only way I can get this to show up in UE4 is to rename your top level folder, which breaks all of your texture links inside your materials/particles.

                  My second issue is more of a general thought. I don't know anything about setting up LPV or how the lighting/post processing should work. Should I do anything with Epic's default post process? Should I delete DirectionalLightStationary and LightmassImportanceVolume? What about AtmosphericFog? I'm struggling to take it from basic import to your polished setup.

                  My request is to make the process a little less fool-proof and maybe include a sample project file to show what needs adjusted for proper setup.

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                    #24
                    Originally posted by Zooch View Post
                    I'd love to check this out myself but I'm running into two issues:

                    I tried dropping your content files into my Content folder but they wouldn't populate via typical drag 'n drop. The files were in the right spot but they'd never show up in UE4 editor. I got them to show up by making my own folders 'Weather' and 'Clouds' in UE4 then dropping your content into those folders, but it broke all the texture/material hooks because it wasn't in the exact same hierarchy. I then thought it might be a naming issue because I'm using 'Weather' instead of 'Weather Alpha 0.1' but after trying to use that UE4 complained that it doesn't use special characters (spaces).

                    The only way I can get this to show up in UE4 is to rename your top level folder, which breaks all of your texture links inside your materials/particles.

                    My second issue is more of a general thought. I don't know anything about setting up LPV or how the lighting/post processing should work. Should I do anything with Epic's default post process? Should I delete DirectionalLightStationary and LightmassImportanceVolume? What about AtmosphericFog? I'm struggling to take it from basic import to your polished setup.

                    My request is to make the process a little less fool-proof and maybe include a sample project file to show what needs adjusted for proper setup.
                    Short Answer: I will fix, organize and create a better "installation" guide. Just download the new version above, on download section.

                    Long Answer:
                    • I´m updating the download section with integrated Weather/Clouds version with a very early stage, just to help You. You dont need more download both files.
                    • All files must be droped on Root (content folder). WITHOUT main container folders (Weather XXX 0.X)
                    • LPV You can enable with r.LightPropagationVolume = 1 in consolevariables.ini on Engine\4.X\Engine\Config folder. Just check this guide. LPV is Optional.
                    • PPV (Post Processing Volume), AtmosphericFog and lights is controlled by BP. You need just a fully empty scene.
                    • In World settings, check "Force No Precomputed lights" on Lightmass section. Then rebuild your scene. You dont need a lighmass importance volume, because this is a fully dynamic light setup.
                    • If you managed to import successfully, just recompile the both BP BEFORE drop in on editor view.
                    • If helps, this is the file structure. I did not keep the recommended structure just to isolate everything from the weather system on a single folder.
                    • Click image for larger version

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                      #25
                      These instructions were great! Got it working

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                        #26
                        Originally posted by Zooch View Post
                        These instructions were great! Got it working
                        Nice! How its running? I mean, about FPS. What is your hardware specs? I will appreciate this return.
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                          #27
                          Unfortunately I did find it stuttering my animations, and while I didn't have time yet to check out the cause in detail, I'm curious to know how heavily you're relying on the tick event (or are updating each tick in general). If my movement animations stutter, it's usually because my tick events are too heavy.

                          Hardware: Win 8.1 Pro
                          Intel i7-4790K @ 4.00Ghz
                          24GB Ram
                          GeForce GTX 680

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                            #28
                            Originally posted by Zooch View Post
                            Unfortunately I did find it stuttering my animations, and while I didn't have time yet to check out the cause in detail, I'm curious to know how heavily you're relying on the tick event (or are updating each tick in general). If my movement animations stutter, it's usually because my tick events are too heavy.

                            Hardware: Win 8.1 Pro
                            Intel i7-4790K @ 4.00Ghz
                            24GB Ram
                            GeForce GTX 680
                            Probably is the "Scene recapture" from SkyLight. Put the time arround 60 (24 min = 1 cycle). Maybe, is less painfull.
                            I dont using the TickEvent. Im using only timelines. (maybe they are internaly using tick events).
                            Last edited by Raziєl; 12-08-2014, 01:43 PM.
                            YouTube:Coruja Games
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                              #29
                              That's true I tested with the value at 360 and 3600. I'll try toning that down later when I'm back to UE4.

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                                #30
                                Originally posted by Zooch View Post
                                That's true I tested with the value at 360 and 3600. I'll try toning that down later when I'm back to UE4.
                                360 is the value im currently use for my tests. But for games, I recomend 30~60 (1 day = 48~24 minutes) or if is a open world, maybe even less.
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