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

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  • replied
    Awesome! Looking forward to having a look.

    Question, will the skylight work if switched to Stationary? When the skylight is set to movable you lose any AO that is plugged into the material AO input. I don't know if this is a bug or not, but the material AO does a lot for PBR and certain textures/meshes (especially baked AO from models). If set to stationary I get the AO back, but I wonder if lighting will look correct and whether or not it will recapture the sky like you have setup in the blueprint.

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  • replied
    New Update at first Post.

    @joshezzell implemented moon light.

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  • replied
    thanks for your time on answering my questions

    guess you thought of what was mostly needed to make your weather system feel complete

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  • replied
    Originally posted by Vata Raven View Post
    Not sure what I'm talking about, could be the wind. But like during a storm, the waves just get more violent. So, I guess I'm wondering if the ocean can be in sync with the weather conditions, or in this case, how can the ocean be in sync with the weather conditions?
    Yes. I will provide, Wind Direction (V3), Wind Power (Scalar) and Wind Variation Strenght (Scalar), randonly generated by weather. So. If You have a Ocean material or plugin, you can link both systems to responde with this vars.
    If you wanna go more deep, you can use moon phases too. (already implemented).
    Last edited by Raziєl; 12-12-2014, 04:48 PM.

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  • replied
    Originally posted by reneberwanger View Post
    If you are talking about the wind, yes intend to do. If you want to plug the vectors that result in a plugin, go ahead.
    Not sure what I'm talking about, could be the wind. But like during a storm, the waves just get more violent. So, I guess I'm wondering if the ocean can be in sync with the weather conditions, or in this case, how can the ocean be in sync with the weather conditions?

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  • replied
    Originally posted by Vata Raven View Post
    If it's not too hard to answer, what effects the oceans during a storm? Since you said it wouldn't be something a weather wouldn't have
    If you are talking about the wind, yes intend to do. If you want to plug the vectors that result in a plugin, go ahead.

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  • replied
    Originally posted by reneberwanger View Post
    2) No. I do not mean to mess with water, because there are already many plugins being developed also runs off a little of what I see as the weather system. But I intend to deliver material functions, applying sense of wet, so that it is easy to use and responsive to the weather system. As snow and dust.
    If it's not too hard to answer, what effects the oceans during a storm? Since you said it wouldn't be something a weather wouldn't have

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  • replied
    Originally posted by Vata Raven View Post
    this is meant to be a weather system, correct?

    Sort of wondering about something, things that could be possible. Unity has a 3rd party plug-in for a weather system, but seems to lack in some areas

    1) a drag & drop system for lightening effects or randomly generate lightening
    2) you know how storms effect the sea and waters, could that be possible the waters can be effected during the storms
    3) will the time of day be editable (like say 30 minutes or even 1 hour could be a 24 hour time cycle in-game)
    4) could you control how much particles pile up? Say, you have a snow area and snow just continues to fall, but you don't want an insane pile-up
    5) editable cloud system

    I'm sure I have other questions, but those are the ones that came to me at the moment
    I'll update the main post with the features you want to add and those already implemented.
    But to answer your specific topics, here goes:

    1) Yes, I want to add thunder and flashes based on weather conditions. Yes. Fully random.
    2) No. I do not mean to mess with water, because there are already many plugins being developed also runs off a little of what I see as the weather system. But I intend to deliver material functions, applying sense of wet, so that it is easy to use and responsive to the weather system. As snow and dust.
    3) Just watch my config vídeo. There is a lot of tweaks can be done right now. Config Vídeo
    4) Yes. I want to in the end deliver some scalability tool for smaller graphics cards. But this is the last part. There's a lot ahead. And since I have a board that at best is average, if run well here, will run elsewhere.
    5) Yes. Im working on it right now. As the thunder, rain, snow, clouds, wind, dust. I want to put sliders, it may be possible to configure things like arid / humid, tropical / polar, average temperature... These things. And everything will be randonlly generated from these inputs.
    Last edited by Raziєl; 12-11-2014, 12:56 PM.

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  • replied
    this is meant to be a weather system, correct?

    Sort of wondering about something, things that could be possible. Unity has a 3rd party plug-in for a weather system, but seems to lack in some areas

    1) a drag & drop system for lightening effects or randomly generate lightening
    2) you know how storms effect the sea and waters, could that be possible the waters can be effected during the storms
    3) will the time of day be editable (like say 30 minutes or even 1 hour could be a 24 hour time cycle in-game)
    4) could you control how much particles pile up? Say, you have a snow area and snow just continues to fall, but you don't want an insane pile-up
    5) editable cloud system

    I'm sure I have other questions, but those are the ones that came to me at the moment

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  • replied
    Originally posted by joshezzell View Post
    Any chance you will implement a moon light into the system? To get that natural glint and even shadows from the small amount of moon light would be nice. This is especially noticeable if you use SSS on plants or trees.
    Are on plans. Actually I´m focusing on day. And working a lot to work around translucent shadows limitations. But this weekend I will upload a new version. The moon light its easy to add.

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  • replied
    Any chance you will implement a moon light into the system? To get that natural glint and even shadows from the small amount of moon light would be nice. This is especially noticeable if you use SSS on plants or trees.

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  • replied
    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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  • replied
    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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  • replied
    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.

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  • replied
    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

    Leave a comment:

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