How do I increase the amount of cloud shown in distance and reduce the cloud shown on top of me?
You have to modify density in weather preset (CloudsDensity/CloudsHorizonDensity).
I bought this asset package, which is great. Now, I want to make more Skydome. How can I get more material like T_SkydomeMountains, T_SkydomeMoon, T_SkydomeSnowy?
I’ve rendered this in the 3d studio max, the color of scene is represented by RGB channel and depth map and mask is encoded in the alpha channel.
I will try to implement skydome creator in the future version of the FSPS it should be very easy to do using the cubemap rendertarget.
I just recently bought this pack and I really like it. Though I dont seem to find a good solution to change the intensity of the SkyLight based on the current time of day. Either it looks to bright in the night and good at daytime or the other way around. Is there a solution for this?
@
Would it be possible to use tiling texture instead of noise for clouds?
I was thinking if I could make low-poly clouds, tile them and render to a texture, I could use that for the cloud layer. And if I could use normal/bump map on the cloud texture, perhaps they would look quite 3D
It is little complicated because the noise texture of clouds contains precomputed ray marching informations encoded on each channel. It is important for calculating clouds density and scattering.
I can think of an alternative mode of rendering clouds, but it would be very limited for shading.
Pre rendered 3d shape into texture will need additional displacement mapping to look properly.
If you have any textures that you would like to use on sky then send me and I will do some tests and show you results.
@ First of all i have to say great asset hand down. But could you tell me why when i use the Procedural sky in my level it changes all the textures as seen in the image. Could you explain to me how to revert this so texture are shown as they are meant too? Would be much appreciated Thankyou
First you have to do one test. Place the sky on level without setting any external actors in sky.
If it looks different then problem is related to reflection captures/skylight/lighting on the scene.
If it looks still the same as before then probably some of external actors like sun intensity or color causes problems.
We need to know a result of this test to find solution of your problem
Tell me please, do you using dynamic or static lighting ?
@ Thankyou for quick response. So i have done what you have suggested and found the textures of the tree to be correct. I Originally Copied the level sky from your Dynamic WeatherMap and added it to my level. I have since started from scratch which seems to have resolved my issue… Very much appreciated for your Help… And yes Dynamic lighting.
Finally got to use this awesome assets in my mobile VR project and … performance tanked so badly that I realized I can’t use it for mobile VR
Hello thank you for the feedback, requirements of mobile VR are extremely hard to fulfill so you have to consider some tradeoffs:
- switch as many flags as you can in the base material to optimize (turn off multiplayer clouds, enable vertex based UV coordinates, disable lightning effect)
- change sky actor update frequency
-if it is not enough then you probably should prebake sky to cubemap (this feature is coming soon)
I will prepare an additional map wit VR configuration for mobile in the next update.
Thanks for the feedback.
@
I decided to take a different route and bake out a static skybox instead. The problem I am having is that Fast Sky using a hemisphere for sky and I need to use full sphere (there is no ground in my game world and I need to have floating islands and fog).
How can I replace hemisphere with full sphere (using my own equirectangular image for the background), but have clouds only in the upper hemisphere ? (at this point performance doesn’t matter since it’s gonna run on PC to be backed out for static skybox for mobile)
Thanks
Just check the paragraph “Using skyspheres” in the documentation.
@
Loaded project into UE 4.21.2 and got these warnings Linear color curves now accurately handle RGB values > 1. If you were relying on - Pastebin.com Probably not a big deal, but I figured I’d let you know.
Hmm… I am somewhat lost in this asset - I can’t change any color in the sky. Changing anything in the M_DefaultSky material does nothing to the skies on the level - they are always blue on top and orange on the bottom. I am trying to get this kind of look: https://i.postimg.cc/K8gb8qDs/sky-gradient.png (disregard gray strip on the bottom)
This warning is not important. It is a side effect of maintaining the compatibility of package updates with UE4.18.
All parameters of the material are overridden by the sky blueprint to drive the weather and day/night changes
You should change the time of day curves/presets(depends on the configuration of the blueprint).
I see… But even then, how would I make custom colors for the sky ?
You have a few options:
-
You can prepare your own color setting using Time Of Day presets.
Preset can be activated and interpolated by the events. -
You can create curves for colors that will be interpolated in time.
The curve will be used to change the color based on the current time. -
You can just disable systems and set static colors in the blueprint.
This is the method that you probably need so I will explain it more precisely.
- Select the sky blueprint
- Set TimeOfDayCurve = false
- Set TimeOfDayPresetChange.Mode=BlueprintDefaults (it will load the blueprint default settings instead of presets)
- Modify colors in TimeOfDaySettings colors
All the information you need can be found in the documentation: http://.com/2018/06/26/fsps/
Hello,
I am happy to introduce the feature list of Fast Stylized Procedural Sky 2.0:
- Painting vertices on the sky to change the density of clouds, the intensity is controlled by weather preset.
- New delegates added (OnHourPassedBy, OnDayPassedBy)
- Custom weather change mode (weather can be implemented in BP_*Sky child blueprint)
- Tool for rendering static sky that will work ultra fast on VR/Mobile.
- Capture mode moved to the external tool (fewer parameters in the main blueprint now)
- Background pixel offset option added (for a better quality of fog falloff)
- Fog Density can be controlled by blueprint now
- Skydome center can be now attached to the camera on selected axes.
- New example maps with description (SkySphre, StaticSkyMap, CustomWeather, VertexDensityMap)
Almost all assets have been rearranged in the package and I did not want to destroy your projects so I had to rename the package to “FastStylizedProceduralSky2”.
I know that it will be very painful for all of you to migrate into version 2.0 but I had to do this after 8 updates and over a year of development. I am really sorry about that.
The new version will be available in days. If you have any requests or changes that will make your life easier then tell me now