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

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  • replied
    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.

    Leave a comment:


  • replied
    These instructions were great! Got it working

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    Wow, great work! Thanks for sharing.

    Leave a comment:


  • replied
    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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  • replied
    You should try this with the trueSKY plugin.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    Update 2, at first post.

    Feedback are very welcome!

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  • replied
    Originally posted by JamesEmory View Post
    Man, I really love your polygonal models. They're beautiful. I'd actually love to see how you pulled that off sometime.
    Its very simple on Zbrush.
    1 - Sculp your model, its a good point start with Z-Spheres.
    2 - Mask detailed areas
    3 - Use Decimate Master to triangulate body and torso with extremely low poly options.
    4 - Invert mask
    5 - Decimate the other parts with a less aggressive decimate master options.
    6 - Merge and Weld.

    Before export in 3Ds MAx, add a smoth layer, and dont click in nothing.

    Any kind of already mesh can be processed with this technique.
    Here is a Blender tutorial, i just adapted the concepts for my software.

    Leave a comment:


  • replied
    Man, I really love your polygonal models. They're beautiful. I'd actually love to see how you pulled that off sometime.

    Leave a comment:


  • replied
    UPDATE At first post.
    Last edited by Raziєl; 11-22-2014, 08:45 PM.

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  • replied
    Originally posted by Sitrec View Post
    Originally posted by Xodroc View Post
    Supposedly fixed in 4.3 now, are you still crashing?
    Yes, its Fixed!

    Originally posted by RyanWatkins View Post
    looks awesome, looking forward more the full time of day system also sound great
    Thank You!

    Leave a comment:

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