Canāt wait to try it, thanks!
For performance, itās very important for the sun and moon lights to not be enabled (of worse, casting shadows) at the same time. Iāve just modified the asset for this, but maybe you could add this feature in the default version?
Tell me please which asset did you modified? It looks like something that is depending on your scene configuration, not the FSPS package.
I just added a quick hack to the sky that turns on/off the two lights based on the time of day so only one of them is ever enabled at once. It makes the transition from day to night slightly less pretty, but now thereās not a huge fps drop.
I reported that months ago and it was already fixed. @ right?
Yes, it was already fixed in version 1.7.
Huh. I guess I havenāt updated the asset in a while then.
Hello!
does your system support longitud/latitude for the sun? like the plugin that comes with UE 4.21/4.22 called sun positioning system āSunControllerāā¦
And also which year, month and day would be awesome! :-
/J
This feature is not supported yet because I have tried to stay with UE4.18 as long as possible. Maybe it is time to move forward
The update 2.0 is available now I would be very thankful for checking if everything is fine.
The documentation will be updated soon.
@
Is there a way to avoid / fix this issue (mirroring of the upper hemisphere when using skysphere instead of skydome): 2019 05 26 18 15 12 - YouTube
Also wondering how static skysphere works. I dropped it into the scene and ⦠nothing⦠Just a done with some random texture.
You have to connect sun/moon/sky/fog with the FSPS BP in the level. https://i.imgur.com/NQu0g5f.png
Eeh, that has nothing to do with mirroring of the hemisphere.
Yes! You can check an example map that I have prepared especially for you Demo/Maps/SkySphereMap
https://i.ibb.co/S5xTXG6/Skysphere.jpg
I have to explain what static sky means.
The static sky is the simple blueprint (BP_FastStylizedStaticSky) that supports sphere (or skydome) mesh rendering witch static sky texture.
Check the Demo/Maps/StaticSkyMap to see how it works after proper configuration.
How to use?
Just drag and drop **BP_FastStylizedStaticSky **on your map and set the texture example: T_Baked_SkyDome.
How to take a snapshot?
Iāve prepared a simple tool that helps to prepare snapshots
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Open Tools/SkyMapCapture/CaptureSkyMap level.
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Select BP_FastStylizedProceduralSky on the scene and set your parameters TimeOfDay weather colors etc.
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Select BP_SkyCapture on the scene and click Generate.
It will create automatically new equirectangular skydome texture. You can use this texture in the BP_FastStylizedStaticSky blueprint.
There is more! You can decide if it should be a sphere/half sphere or maybe you want to create cubemap.
Select BP_SkyCapture.BakeSphere if you want to generate the spherical map. Remember that you should set
BP_FastStylizedStaticSky.UseSkySphereUV = true for spherical maps.
Sorry for the delay with the documentation. Iām still working on it.
Hi
I have question which iām not sure if you could answer.
I am currently using your system, and have my day/night cycle (24hrs) be about 40 mins in real time.
Now lets say I had a BP Actor (a Fireplace in this case) and when I interacted with it, I wanted to have it stay alight for 3 hours of game time. Now this I am already able to do. However, lets say I wanted to forward time in game and so I change the speed of the day/night cycle (which I can do), how would I have it affect the Fireplace?
Just needing an idea how to link them up so the Fireplace uses the day night system. So if the fire is on and set for 3 hours and I forward time for 5 hours in game, the fire should be out once those 5 hours are up.
Basically, my fire runs on a timer at the moment so if I speed up the day/night cycle it doesnāt change. The only way I can get it to change at the moment is using global time dilation. However I was wondering if there was a way to have it work with the day/night cycle time instead.
I hope what I explained was clear, and any help would be greatly appreciated.
In this case, global time dilation is the best solution.
Event method:
You can bind to OnHourPassedBy event then you will be noticed when every full hour pass but it will be not precise in minutes.
Tick method (not recommended)
You can also just calculate the hour when the fireplace has to stop burning and check (BurningStopTime)
if (BurningStopTime >= Sky.PrevTimeOfDay) and (BurningStopTime < Sky.PrevTimeOfDay)
It seems the really problematic case. I see now that I have made a small design mistake here that will be hard to fix now.
I should use the SetCustomTimeDilitation on the Sky actor instead of scaling the delta during the update then timers registred in the sky would work properly. I will take care of this in the future update.
Thanks for your help. I think iāll stick with the global time dilation method for now. Seems to be the easiest way to get it to do what I want it to do.
Is this suitable for HQ cinematic purposes? i.e. where is it in the performance < > quality spectrum?
The Fast Sky is focused on performance more than quality. You have to check the screenshots/video and decide if it is sufficient for your project
HI ļ¼
These clouds looks amazingļ¼
Have you already made the cloud sampling algorithm tutorial whitch you mentioned in CloudsAxis Material Function? I cannot find this tutorial anywhere.Can I have a link of this tutorial?