[Community Project] WIP Weather & Water Shader

Will the weather/skydome also be included in the plugin version?

Currently it is 100% blueprint so there is no need to add it to a plugin, all you need to do is migrate the Sky folder over to your project and drop the BP_Skydome into your level. It is totally possible to create a content only plugin (no code), so if there is enough demand for it I can create a separate plugin for it as well, but currently it is not really necessary.

So Iā€™ll leave it up to you guys, I will add a card to my Trello board for a Plugin based Skydome. It will not be included in the same plugin though, it would be on its own.

I forgot to mention it earlier but coming in UE4 version 4.7 you will be able to create Blueprintable Components. will allow moving the BuoyancyMovementComponent in code over to a blueprint component, and then the remaining connection can be implemented into the BP_Ocean blueprint (performing the OceanManager functions). is not a high priority currently and 4.7 hasnā€™t been released, but I thought I would mention that a blueprint-only setup will be easier to create soon.

Sweet. I assume the skydome is packaged with the 0.2 download?

Yes it is in there currently and is contained in the ā€œSkyā€ folder. If you want to migrate it out to your own project just right click on the ā€œSkyā€ folder -> Asset Actions -> Migrate and choose your projects content folder. To get the sun working you need a Movable directional light in your scene, and then in the details panel for the Skydome set your ā€œSun Light Sourceā€ to the directional light. Oh and you will probably want to disable ā€œLightning Activeā€ in the details panel as well, I set it to default to active by mistakeā€¦ :wink:

The Skydome has not had as much work done to it as the , but it is a good starting point for sure. I am replacing the current ā€œCloudSphereā€ mesh with a new mesh that is shaped a bit better, and may end up using multiple cloud spheres to add in some more depth. The current cloud material just plain sucks tbh, Iā€™ll be the first to admit it, its tiling is awful, so I am working on improving that and adding in more variation.

But yes, it is all there in the project!

Well, I am looking forward to seeing it updated! I just started trying it out. Very easy to setup.

I want to suggest a or two. A separate Time Scale for night. would handy in the case that you want time at night to go by quicker. Several recent games have used including Far Cry 4 and Dying Light.
Along with the new Lunar Moon Cycles you have on the trello, I would like to see an accurate orbit. For instance, during the day we can often see the moon in the sky. Maybe I am missing something in the settings that allows a proper setup for ?

If I can think of any more handy features, Iā€™ll be sure to post them.

EDIT: Also, is there any particular reason that Atmospheric Fog isnā€™t being used?

Hey there, I noticed youā€™re working on a time/sky system. Iā€™m working on a similar thing myself, and I was wondering how you plan on implementing moon phases? Iā€™m currently altering the color and brightness of sunlight to turn the sun ā€œoffā€ at night and make the sunrise/sunset colors appear correct, but has the side effect of the moon always being completely dark at night. Iā€™ve thought about using a small mesh for the moon, hidden somewhere (as opposed to the large mesh I currently use), with a spotlight orbiting it, and rendering that out to a plane somewhere in the world as a render target, but I havenā€™t tested .

The basic setup I have (which needs work) currently uses a standard mesh at position 0,0,0 which I named ā€œMoon Rotatorā€. Now I added in my 3d moon mesh and made it a child of the Moon Rotator, so I now have an extremely easy way to move the moon around in an orbit. I have a few color curves, and a float curve for the sun, which similar to yours which runs the Sun rotation, and at the moment it also influences the the moon rotation. Currently I have it set that the moon is always -180 deg from the sunā€™s position, which works great for a simple system, but it needs to be replaced soon.

I also attach a Directional Light to 0,0,0 in the skydome and use as the MoonLight. I have some calculations done so that the moon getā€™s brighter on sunset/lighter on sunrise etc, and the rotation of the moon sets the rotation of the the Moon Light, so the light appears to be coming from the moon. Itā€™s a bit of a hacky way to do it, and I hope to improve it in the future, but thatā€™s basically how it works currently.

Currently everything is based off of the Sun & time of day, so it will need to be broken apart and have more added in before

@joshhezzell -

I added the further details to the same Lunar Cycles card since they are related to the updated moon. A separate time scale for night will be part of the Calendar system I plan to create, it will allow you to customize the length of year/season/moth/day/night/hour/minute/seconds, or in other words let you create your own planetarey calendar, or use the default calendar. More info on that soon! :slight_smile:

How large is the moon mesh, and how far is it from (0,0,0)?

Oh, are you talking about the moon casting or receiving light?

The moon mesh itself is all the way out near the edge of the Skydome mesh, itā€™s a really large distance, but Iā€™m not sure the exact measurement.

The moon itself uses a base color/fresnel and an emmissive channel to make it look brighter during the night, but the lighting on the ground is completely un-affected by the moon itself, since that is controlled by the ā€œMoon DirectionalLightā€ in my scene. Since I need to update the moonā€™s position each tick, I also update the Moonā€™s directional light to be pointing in the same direction as the moon. gives the illusion the moon is casting the light, while in reality it is just a DirectionalLight being rotated to match the moonā€™s current position. :slight_smile:

Btw, is the sun going / down broken for anyone else in 4.7 (Preview 7?) - Tried to do everything to get it to move, All the code works fine, Everything that needs to be ā€œMovableā€ is movableā€¦ It just doesnā€™t move :frowning:

Which sucks, because it worked for me in 4.6 :frowning:

Ah, I see now, thatā€™s close to what Iā€™m doing, too.

Thanks for the hint about the emissive channel, Iā€™ll have to look into that and see if it can help me with the moonā€™s phases.

Yeah something is going weird in 4.7 preview 7ā€¦ is what happens when I try to open in 4.7: https://.unrealengine.com/showthread.php?54610-Unreal-Engine-4-7-Preview&p=222060&viewfull=1#post222060

Do you use my custom Blueprint for your skydome or the default skydome? I have not had any other issues with it so far, but please let me know if there are other bugs with 4.7 you are experiencing!!! Thanks ! :slight_smile:

Using your custom Skydome. Everything works fine apart from the sun / moon moving (Day / Night). Tried to see if I could fix it but nothing seems out of the ordinary :confused:

Edit: Apparently itā€™s a known. Shame I didnā€™t know about it :stuck_out_tongue: - https://.unrealengine.com/showthread.php?59071-How-Do-I-Change-The-Time-of-Day&p=222229#post222229

Actually that is not relatedā€¦ I just realized why you are having problems with it (my fault sorryā€¦), I was testing out some new features and didnā€™t revert them back properly.

Iā€™ll fix it up and either show you which changes to make or re-upload (or both, but it is a fairly simple fix) in a little bit, just woke up so I need some coffee. :slight_smile:

EDIT: Ok actually itā€™s not my fault (Yay! :p), tested it and everything was ok so it must just be 4.7p7 is bugged for . Hopefully preview 8 (or better yet 4.7) gets released soon.

Woo! Thanks :slight_smile:

Hey and all,

UmOqwF6h5Nw

I have made a short video to demonstrate how one would implement my flocking in the unreal engine 4 when I release the code. I cannot release it today, because I am waiting for confirmation from my academic advisers that I own the code I write. They are 99% sure I own it, they just need to double check. As soon as I have the go ahead the code will be posted here :)!

Edit: One of my teammates is interested in also contributing all the fish art that you see in the video (content browser). Again, we will have to get confirmation that it is ok, but it would be if I could give you all those fish as well

Hello Guys,

My name is , I write you from Germany. I am an artist and filmmaker (Independent filmmaker). Here is my website:

I 've been trying for weeks to make your collective project, amazing in Unreal 4, but I can not. Itā€™s too complex for me:
Tkfs3zIfpPg
I am writing to ask if you want to use project to make a short film. The short film ist about African migrants trying to reach Europe, but his ship sinks at sea. The scene you did in Unreal is perfect for film. I tried my self to do the same in several programs, SFM, Blender, but Unreal is also much more realistic and the rendering time is nothing.

If you like the idea you can use incredible scene that have already done. I will concentrate on the story, dialogues (German with English subtitles) and postproduction.

The project committed no money, but if he were to win a prize, would be divided between those involved.

Sincerely,

You seriously mean all of those fish!!! Manā€¦ You guys are ! :o I donā€™t know what to say other than thank you so much!!

Looks like I will need to ā€œdive inā€ (har har) to a bit of AI programming soon, that system is looking great! How are you handling the AI for the fish? Is done using behavior trees and blueprints or is it all done through c++? Look forward to seeing some more videos! Itā€™s great to see you guys are getting some good use out of project, please let me know if there is anything I can do to help further. Iā€™m working on a mesh LOD system so you will be able to get a larger surface without affecting performance too much, hopefully that will help make things look a bit better off in the distance.

Thanks again ! Let me know if you need anything! :slight_smile:

Hello Guys,

My name is , I write you from Germany. I am an artist and filmmaker (Independent filmmaker). Here is my website:

I 've been trying for weeks to make your collective project, amazing in Unreal 4, but I can not. Itā€™s too complex for me:
Tkfs3zIfpPg
I am writing to ask if you want to use project to make a short film. The short film ist about African migrants trying to reach Europe, but his ship sinks at sea. The scene you did in Unreal is perfect for film. I tried my self to do the same in several programs, SFM, Blender, but Unreal is also much more realistic and the rendering time is nothing.

If you like the idea you can use incredible scene that have already done. I will concentrate on the story, dialogues (German with English subtitles) and postproduction.

The project committed no money, but if he were to win a prize, would be divided between those involved.

Sincerely,

[/QUOTE]

Hi there,

While project does use similar techniques to the one you linked above, that video was made by KhenaB from the using a different system. You can find out more info on his project here:

You are free to use project in any game or rendered film, but the video above is using a different system. :slight_smile:

All the AI code is in c++ :D. All it is are simple behaviors that have a hierarchy from most to least important:

  1. Am I near the surface or the sea floor? avoid it tick.
  2. Am I near an enemy? GTFO tick.
  3. Are there any prey for me to eat? Chase them tick!
  4. Am I the leader? lead the pack tick baby.
  5. Am I a simple flocking fish? follow the leader and flock with my buddies tick.

I tried to make it as simple as possible to set up a flock of fish in the ue4 environment, so a user with no c++ experience can add them to their game and customize the behavior by setting different variables.

I am very grateful for your help, Iā€™ll be sure to let you know if I need anything!