I’m trying to use both of these unreal marketplace assets… Both have incredible features that I would like to use on my projects, I’ve been working on it and was able to create a level where I have my landscapes working the coastline setup you have, works great btw, and the dynamic sky from the other project, that has some neat features aswell.
The thing is, when I remove the light source from the level, so that I can use the one that is inside the Dynamic Sky blueprint, the sand dust effects turns white when its night and goes trough a few colors until it’s normal when its day time. The randomly generated plants, the sand itself and the water also have something happening, in this day/night cycle… they are normal during the day but in the night they’re bright and with some sort of emissive property…
When removing the light source there’s some round particules that appear in the sand dust and water splashes.
How can I change the lightsource that this assets capture to showcase their color properly, depending on the time of day.? Also, how can I change the sand color? I’ve tried reaching to the material applied, and change it’s color… it changes in the editor, but when I press play, everything defaults again.
Was able to fix it by having a 2nd look at everything and noticing raymarching was not active and the light direction provider was “none” instead of my ultra dynamic sky.
Hi, how did you set the light direction provider to ultra dynamic sky, when it is in the blueprint? Sis you have to cast between the fluidninja blueprint and ultra dynamic sky? I can’t just select it from the drop down in fluid ninja light source as its not an actor in the læevel, just part of the blueprint. Any help appreciated, I am also trying hard to get these 2 to work together
Hey!
In both this pictures, the solution was to remove the local sand, becasue I simply couldn’t make it work, and for the time being, I don’t really need it…
And for the plants glow, It was just removing the emissive parameters from the material.
Some Ninja effects are depended on a light source, that is not necessarely the light coming out from the sun/moon… For example, the smoke effects actually have a light that goes along with them, and that is the light that shoul dbe used as the provider.
For the rest, I had to disable the following settings on the area sand to get rid of the light artifacts and shadowing. It works perfectly.
Maybe the same can be applied in the local sand, haven’t tried it yet.
Still, even after that, I simply disconected in the level blueprint, the post processing warm/cold, and deleted the rerspective volumes from the level aswell and assigned the source of the effects as the Ultra Dynamic Source, it now works ok.
Best of luck! Also, you can join the Fluid Ninja Discord channel - Discord , they are very helpful and can maybe help you a bit better than me!