I was wondering how can I have cloud shadows moving on the ground without actually have clouds in the sky?
There was in cryengine where you could give it a Black/White texture and it’d cast it on the terrain but I cant fine such thing in UE4 nor there’s anything on the docs.
Using a panner node along with a mask texture should be all you need. is how Epic achieved the look in FortNite, it works pretty well, anything fancier would need actual cloud meshes as translucent materials don’t cast shadows, an I am trying to find a solution to currently as I need the clouds to cast shadows…
Hope that helps!
Edit: I’m too slow today, either that or fighters too fast…
#1 - Just before the FeatureLevelSwitch node, add in a OneMinus node, will flip the values. You don’t really need the FeatureLevelSwitch node at all if you aren’t making a game for Mobile & PC, if it’s just PC then just remove it.
For #2 I would keep the time node, but delete the Sine node, that is what is making it go side to side. With a Panner, TexCoord and a Time node it should pan the texture in one direction in a repeated loop, you can set the direction by clicking on the panner node and adding an X or Y value (or both, and can be positive or negative).
I think I wasn’t clear sorry. The cloud texture is already tiled and moving but it’s something with the rendering distance. The cloud shadows are rendered only within a certain distance from camera and I don’t see them farther if I don’t move forward.
I think you should be very careful where you hotlink your images from. If one of those girl pictures was something against rules here you could easily get infraction for something that is not entirely your fault.
So I am editing those hotlinked pictures, please fix them if its needed.