fixed issue with main raymarch material which affects the ability of planar reflections to reflect scene when Sunlight is below horizon;
fixed issue with New Moon still casting light as if it was Full Moon;
several changes in default values for: BP_SkySeasons, DT_MoonPhases
fixes parameter values for the BP_SkySeasons and BP_CloudscapeSeasons at each demo scene, to reflect the new changes on light intensity which now needs to be lower (originally because the main raymarch material was killing the light transmission over the material when Sun below horizon)
video describing the fixes for your scene is here:
Hi. i just bought your cloud package. I watched all your videos and read all of the thread. Could you help show me how to make customs clouds? I have a scene that’s based in the clouds and i want to control where the clouds are, the shape and the sharpness of it. Is it possible and would you be able to show me? I know you were planning to make tutorial videos on how to make custom clouds but i never found them.
I will make a tutorial and post it in the next days. It is just a matter of changing parameters, materials and providing textures for masking the areas where you don’t want them, so the tutorial will cover this. It will help a lot if you could provide some reference pictures, so I can drive the tutorial using them.
The idea is a spire surrounded by clouds. There would be low laying clouds as if it were floating and the top of the spire would be hidden. It would be nice to control the where the clouds are in order to frame the spire and hide the top.
Also, I was using Cloudscape Seasons and was having issues getting rid of these horizontal lines/layering effect. I would mostly see it when i was trying to sharpen the clouds.
I have completed a recording section, unfortunately before seeing the concept, but there are enough details on it to get you in the road to this effect. Once the video is edited (because there are so many interruptions when we want to record one, lol) I will sit and think in a math model mixed with noise to achieve this and the mask, but it is very important that you watch the videos and study the materials I have shown to understand where the things are.
One particular problem with the concept above is that you can’t tell precisely where the main light source is coming from since the tower is not casting any shadow and also there are too many lit edges at the lower left portion of that picture that would tell the light source is coming from above while passing through the clouds that even not been seen from the top, looks like they are disposed as rings (as an onion) with some certain distance between each shell.
Stay tuned for the video, hopefully released late today or tomorrow morning (we are GMT -3 currently).
Cheers!
PS: due to holidays and to bring a very detailed video we might actually release it on the following week.
Currently cloud generation is procedural and parametric, which doing the material properly with a mix of material and texture mask, would be perfectly possible to achieve, even the spiral… not in circular movement at the moment since that would need a vector field which is currently not supported by the raymarch material, but we are developing one for the tornado effect.
the top view must be perfect (currently it is not), because the asset first use will be on aerial combat, with a lot of fly over, inside and below the clouds.
A small fix was sent to the Marketplace (version will be now 1.2c) and will be available at launcher in the next days. Just notice that MP staff is reduced during holidays.
Perhaps I have missed a post about this, the issue i’m seeing is that some of the smoke particles that come with starter content seem to render behind the cloud. Would this be possible to fix? Perhaps change the render order? Thanks!
Since the material applied to the cube where the clouds are drawn is sort of translucent material, it suffers from sort issues like any other translucent material. Inside the BP_CloudscapeViewer you have a component mesh called CloudscapeMesh, click on it and at the details panel on the right search for “Translucency Sort Priority” which has a value of 999 (default is 0). This value tells that the cube mesh must have priority on the sorting among any other translucent material elsewhere.
So to solve an issue like yours, you need to change the “Translucency Sort Priority” to a value higher than 999 for any other mesh which needs to cover the clouds. For a particle system, you can only change this value at its instances dropped into the level!
Thank !. I watched the videos and I’m going to start making my own. I’ll let you know how it goes. Thanks again for doing the videos and helping me out.
Another customer watched the videos and liked the cloudy rings. He created a material which updates a render target making a spiral rotating (pure math nodes, so fast) and used that render target as the mask texture for the top layer. He didn’t show me, but I can imagine how pretty it was.