Advanced Day Night Cycle

I realise its only been two days but are you any further forward on tracking down a solution to my problems with the system?

Thanks.

Hi ,

Actually yes , that has to do with the post process bloom effect , and it somehow messes with the emissive materials the first time it loads. So for any color grading LUT that is loading for the first time , the emissive sun light material is flickering. It is not happening the next time it is loading. I am yet to find a work around for that.

So as others have said, If I want to the use the day night cycle, I have to check Force No Precomputed Lighting? Can I use your set up and turn off the day night cycle and use static directional lighting? And then use baked lighting too? That way I don’t have to set up another sky system.

Sorry if I am making this confusing.

Thanks

Just set both your sunlight and moonlight Directional light actors as movable, and you have to use my modified skysphere blueprint to be able to properly use the daynight cycle.

Let me know if you have further concerns. Thanks.

I have movable directional light and moonlight set up and using your set up. But my concern is I am using light mass to compute my lighting which is incorrect for movable sun light?—correct? you had mentioned I need to use dynamic lighting. So I have to check Force No Precomputed Lighting? correct…Or am I missing something.

I guess Force No Precomputed Lighting is only required when you want all your lights to be dynamically computed. But in this case , you can leave it as it , if you want other lights to be computed in compile time. You can still use Lightmass to compute your other static lightning in the level.

Ok…So it sounds like I can combine dynamic lighting and precomuted lighting. I can combine static objects and movable objects.

Thanks

I need to make all my light static with no animate objects or day/ night cycle. I need high quality rendering for the interior and exterior of my project. After doing a lot of reading and asking questions on the forum it seems that there just is not a great dynamic lighting solution to get great interior and exterior rendering in UE4 at the moment. But I want to know if I can keep using your modified BP light Sphere and Blueprint so I can use the latitude, longitude and time of day aspect but just have the sun and moon not animating.

Thanks

Yes , surely , in the section of the main blueprint where the sun and moon parameters are set ( you can find it easily by finding references to the sunlight and moonlight light actor variables) , you just need to disable that particular commented section where the respective parameters are set

Hello again,

Select all the color lookup textures at once. Right click and choose asset action->Bulk edit via property matrix.

Then , in the settings section , set the Compression to HDR and the LOD Texture Group to ColorLookUpTable

Sorry for the delay in getting back to you, my Windows 10 upgrade didn’t go quite as smoothly as I’d hoped for.

Anyway, that fix has sorted the problem so thanks very much.

Hi Sameek ive been using this for a while now but i cant get the moon texture to work? Im using 4.9 and only mod for now i that i use my global post process instead of yours.

Hi , I have used sphere mask to show the moon instead of the sprite texture. I was having some issues with that. If you want to have moon texture with phases and all , a custom skydome has to be created in 3ds max with the moon texture as one of the UV channels, similar to the one dome in the package Ultra Dynamic Sky. If you want , i can work on that and add that feature in my package.

Can you please tell me what problems you are having with my post process ?

Would love that! The moon is a pretty big thing for me :slight_smile:

No matter what i set AA to in your postprocces it will mess up my foliage since the branches are so small i cant use AA. It’s like it’s just ignoring my settings even if i change it in the blueprint and compile.

Is there any way to remove the live cycle throughout the day, and have the sun/time change based on a few sliders placed within the game UI?

Looks good! But before I buy it, I have two questions.

  1. The video show latitude and longitude as 50 and 70 respectively. I assume those are degrees. Can your blueprint be more precise and be set to the EXACT latitude and longitude desired (e.g., degree, minute, and second)?
  2. Does your blueprint have the ability to control the input of not only location, but day and date during the runtime? I’d like for the users of my app to be able to control the position of the sun for any given location and day/date on earth. It’s a scientific visualization project.

Hi ,

Yes the lattitude and longitude are in degrees , but it can be made more precise to read minutes and seconds as well, and for runtime changes , I will add that with the 4.10 update

Yes it is possible. you just need to make the simulation variable false and customize the widget that i have included in this pack and add that in your game UI.

Hello,

I just bought your asset, but I have problems making it work with UE 4.11. Can you upgrade it to 4.11 please? Or give me instructions on how to make it work with UE 4.11?
Thanks!

Ok, it now works with 4.11. However, I still have some problems. As mentioned by others in the thread, I cannot get a nice, bright blue sky at midday, something like:

https://despatchesfromtimbuktu.files.wordpress.com/2011/11/100_0227.jpg

No matter how I play with post process settings, I always get a quite dark sky. And I need the sun to change position dynamically, so I cannot simply use sky blueprint override settings. How can I get something like that?

Also, the blueprint comes with no documentation at all, even no comments for the various editor fields, so it is much a trial & error usage. Would it be possible to have some documentation with various situations and how to get them?