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

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

    Light Propagation Volume + Time of Day + Distance Fields Ambient Occlusion - Weather System

    List of desired features
    • Day/Night Cycle (done)
    • Calendar/Clock System (done)
    • Fully dynamic light (done)
    • Moon System, with lunar fases (done but need a little review)
    • Sky color variations, based on time of day (done)
    • Sky color variations, based on wheater (currently wip)
    • Cloud System, with SSS and Translucent Shadows (currently wip)
    • Temperature System
    • Humidity System
    • Wind System
    • Rain System
    • Storm System
    • Thunder System with
    • Snow System
    • Dust System
    • Post Processing Scene, reacting with weather.
    • Material functions, helpers for add wetness/snow/dust on your materials.
    • HUD system.
    • Config System.


    Dev Log

    Hello Guys.

    I'm Sharing with you my first tests with LPV + TOD.

    Here on Video, I´m using on weather BP, some components:

    - A Directional Movable Light
    - Atmospheric Fog
    - Stationary Sky Light
    - A Post Processing Volume unbounded

    I'm developing a Blue Print Called Weather BP, so soon i will share a complete weather solution with particle clouds, wind, rain night sky, moon circle... etc.
    But my first challenge was the LPV + Directional Movable Light tweak.

    LPVBias on PPV and ShadowBias on DML, combined with Indirect Light Intensity (on Both) is the secret of all.
    But warning. Any thinner geometry unit 30, the light leaks. So I need to increase the LPVBias. But higher values of LPVBias, like 2 or 3, make bounces of lights very ugly. After mutch time, I found the relationship between LPVBias (PPV) and ShadowBias (DML). The balance between them is almost the perfect solution. If not for the Shadow Acne. Smaller values on ShadowBias, give me less light leaking throw the walls. But with nearly parallel angles between the light and the face geometry, shadow acne comes. Then, with the balance between ShadowBias and ShadowSharpen, I got good results.

    [Suggestion]
    - I wish I had access to a final pass after the shadow be computed and apply a BLUR on it. That would be perfect. - RayTraced Shadows Solved this.
    - My feeling is that if I double the units of measurement of my building, none of this would need to be done, therefore, I believe LPV needs improvements on this direction.

    The results are a combination of all together, with different settings each time of day.
    When I'm satisfied with the result, I share the complete solution with you. So stay tunned on this post.

    >>>Old Video


    UPDATE 1
    First of all, sorry for delay.

    Now, I´m not using LPV but using new feature DFAO. There´s no Cascade only Ray Traced Shadows. I will fine tunning other things while LPV gain updates.
    Too, I´m worked a lot on time of day specially Sky. All color phases are configurable by curves. Zenith Color, Horizon Color, Sun Corona. Im Working on Sun Color/Brightness external curves, but inside BP you can mess with up.
    I´m added moon phases, and a counter for change the moon phases, everything is configurable.
    Added sun/moon independent longitude, and a global angle for positioning the north.
    Skylight, have a independent thicker for recapture scene. In faster global speeds, we can see the capture on skylight changes, but in slow ones, its a good smoth result. This is because recapture scenes, cost a lot.
    The Cloud system is the last one added and still VERY buggy and not organized on BP.
    I´m worked on a widget to debug the configs, is this compass rose on screens. It can be hidden after configure, un-cheking "Show Widget" checkbox.

    The next is finish the cloud system, and make it cast translucent shadows.

    [Suggestion]
    - Is realy painfull work with curves inside timeline editor.
    - Skylight Scene recapture, can be a litle more faster. Maybe 2 kinds on update. One deeper and another less deeper.

    >>>Video
    >>>Config Video

    UPDATE 2
    Successfully Implemented Volumetric Clouds, casting translucent shadows. Setup this was a pain in ***, because its a balance between Particles/Material/Number of emitters on screen to get good visual and dont lost so many FPS. - Need rework on that. 4.6 ruined my work.

    And now, enabled LPV back as you can see on white hexagons.

    Next, will be storm clouds and lightning effects.

    Video


    UPDATE 3

    - Some fixes with LPV
    - Merged Clouds with master Blueprint.
    - (Disabled) Translucend Clouds Shadows for a while. Seems to be a Bug on 4.6.
    - Added a lot of Config Controllers, needed to creating good weathers transitions.
    - Optimized particles clouds.
    - Added Moonlight


    Enjoy! (sorry for engrish)


    Downloads

    Just put in Content folder, its recommended recompile before drop in editor view.
    All files must be droped on Root (content folder). WITHOUT main container folders (Weather XXX 0.X)

    Required UE4 4.6
    Use at your risk

    >>>Weater 0.03 Alpha

    Screen Shots

    Update 1
















    Update 2




    Update 3
    Last edited by Raziєl; 12-16-2014, 04:46 PM. Reason: UPDATE

  • replied
    Originally posted by BLICK 3D View Post
    Hi, looks amazing...
    I tried on Unreal 10.
    but it does not working...
    some updates maybe
    Thanks
    Igor
    I´m using it at 4.11 working fine.

    Leave a comment:


  • replied
    Hi, looks amazing...
    I tried on Unreal 10.
    but it does not working...
    some updates maybe
    Thanks
    Igor

    Leave a comment:


  • replied
    I´m back to work on project. Sorry for late. First my second son was born. After I´m playing TW3.

    Currently, my work is at a stage that or find a workaround, or so I'll need to start from scratch. Here you have a question about my problems.
    Last edited by Raziєl; 06-28-2015, 02:23 PM.

    Leave a comment:


  • replied
    Originally posted by reneberwanger View Post
    I´m not worry about market place because probably someone will release some similar before me. But I´m sure I doing my best.
    You have started it a long time, perhaps you were the first to release.


    But! Thanks. Looks pretty good.

    It works in Unreal 4.7.6?




    Luny

    Leave a comment:


  • replied
    Hello! Awesome work!
    I running into an issue with the clouds: they not going drawn completely. I've watch the particle system and it shows me 0/27 count. Maybe you know, where's the bug? Meanwhile I watching tutorials hoping to born some idea

    SOLVED

    I had to set the detail level of the particles to medium to make it work
    Last edited by Onisanya; 04-20-2015, 06:56 PM. Reason: Solved

    Leave a comment:


  • replied
    Originally posted by John Alcatraz View Post
    Ah great
    I know you are just a hobbit, but a "Fully Dynamic Weather System" that complex as yours is really missing on marketplace and would get a lot of buyers I guess, so you will probably make some money with this
    I´m not worry about market place because probably someone will release some similar before me. But I´m sure I doing my best.

    Leave a comment:


  • replied
    Ah great
    I know you are just a hobbit, but a "Fully Dynamic Weather System" that complex as yours is really missing on marketplace and would get a lot of buyers I guess, so you will probably make some money with this

    Leave a comment:


  • replied
    Originally posted by Guedoe View Post
    Any updates on this? Instanced foliage does not get affected by this, only static foliage will have shadowing.
    This is a limitation from engine. They are working on it.

    Originally posted by John Alcatraz View Post
    No updates for more than a month? Have you stopped working on this?
    Nope. Just working on material function for wetness/snow while waiting for some answers from epic about some limitations.
    Also working on a Scene to show Rain/Snow and Lightning effects.

    The bad news, is I will not post updates until next month. My second son is coming and I am busy with it.
    The good news, next month start my vacations (when my son was born) so I will have a lot of time to work on this.

    Remember, Im just a hobbist.
    Last edited by Raziєl; 01-21-2015, 11:55 PM.

    Leave a comment:


  • replied
    No updates for more than a month? Have you stopped working on this?

    Leave a comment:


  • replied
    Any updates on this? Instanced foliage does not get affected by this, only static foliage will have shadowing.

    Leave a comment:


  • replied
    Originally posted by joshezzell View Post
    Yeah, I turned off the skylight, directional light, and atmospheric fog in our world space and let the blueprint take over.
    And how it runs now?
    Originally posted by joshezzell View Post
    Are you planning on implementing exponential fog? That can help give the distant misty effect. Works nice for mornings too.
    Why Not? I will work with humidity and temperature for rains climate, why not for a good mist? Thanks for feature idea!
    Last edited by Raziєl; 12-18-2014, 12:36 PM.

    Leave a comment:


  • replied
    Yeah, I turned off the skylight, directional light, and atmospheric fog in our world space and let the blueprint take over.

    Are you planning on implementing exponential fog? That can help give the distant misty effect. Works nice for mornings too.

    Leave a comment:


  • replied
    Originally posted by joshezzell View Post
    Yeah, I understand that. What's interesting is that I still get DFAO when I set it to stationary. I assume you are forcing the sky light to be movable in the blueprint regardless the setting in the component.
    Are you using only my blueprint for light? Or You have yours Lights on scene?

    Look this:

    Originally posted by reneberwanger View Post
    ...
    • 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.

    ...

    Leave a comment:


  • replied
    Yeah, I understand that. What's interesting is that I still get DFAO when I set it to stationary. I assume you are forcing the sky light to be movable in the blueprint regardless the setting in the component.

    Leave a comment:

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