Cloudscape Seasons - v1.2d

Hi [USER=“745197”]Leo Rakes[/USER]
I am aware of your struggling with TrueSky, since I watch that thread looking to learn from their mistakes (lol). You are right about the clouds not being sharp at the edges, this is because the texture space we are dealing is too broad, so we lose details and instead we get some performance, but we have ways to customize the clouds in an artistic way that TrueSky probably never would be able to, even the ability to handle cartoon and stylized cloud formations (if the person has the ability with complex material making).

The Clouds render in 4.22 and 4.23 in realtime raytracing, but you won’t be able to see them in reflections, because the material is of translucent type, and that is still a feature missing in the engine for realtime raytracing. If you mount a box with a glass material and place in front of a mirror surface you won’t see the reflection. You can use planar reflections, but that will only work for planes and not complex surface reflective objects (ie statues).

We are working in a new asset, called Sky Seasons, which is built with characteristics of TrueSky, and we got excellent visuals, but it was made for an earlier engine release and it requires a lot of changes to work with the new rendering module at 4.22 and 4.23, and also some more work with realtime raytracing. For you to check the progress, this is the thread: https://forums.unrealengine.com/unreal-engine/marketplace/1566095-sky-seasons-wip. We hope to later bring the ability to the users change artistically the shapes and colors, but since we are targeting realism first, that will be made later, and since it was something we already explored with Cloudscape Seasons, we think it is completely doable. We have this asset with great priority because it is needed for a film and a game we got plans, but currently we are holding more development because we need to see the rendering module at the engine stable and with the missing features for translucency working, so we would be sure any issue is ours instead of the engine’s and we could deal with a stable software interface to work with.