Wow, great work! Thanks for sharing.
Thank You.
Just a thing. The config “Total Clouds” on this Video, was obsolete now. I will keep this “clouds” an organize it for low secs PCs. What you think?
I’d love to check this out myself but I’m running into two issues:
I tried dropping your content files into my Content folder but they wouldn’t populate via typical drag 'n drop. The files were in the right spot but they’d never show up in UE4 editor. I got them to show up by making my own folders ‘Weather’ and ‘Clouds’ in UE4 then dropping your content into those folders, but it broke all the texture/material hooks because it wasn’t in the exact same hierarchy. I then thought it might be a naming issue because I’m using ‘Weather’ instead of ‘Weather Alpha 0.1’ but after trying to use that UE4 complained that it doesn’t use special characters (spaces).
The only way I can get this to show up in UE4 is to rename your top level folder, which breaks all of your texture links inside your materials/particles.
My second issue is more of a general thought. I don’t know anything about setting up LPV or how the lighting/post processing should work. Should I do anything with Epic’s default post process? Should I delete DirectionalLightStationary and LightmassImportanceVolume? What about AtmosphericFog? I’m struggling to take it from basic import to your polished setup.
My request is to make the process a little less fool-proof and maybe include a sample project file to show what needs adjusted for proper setup.
I’d love to check this out myself but I’m running into two issues:
I tried dropping your content files into my Content folder but they wouldn’t populate via typical drag 'n drop. The files were in the right spot but they’d never show up in UE4 editor. I got them to show up by making my own folders ‘Weather’ and ‘Clouds’ in UE4 then dropping your content into those folders, but it broke all the texture/material hooks because it wasn’t in the exact same hierarchy. I then thought it might be a naming issue because I’m using ‘Weather’ instead of ‘Weather Alpha 0.1’ but after trying to use that UE4 complained that it doesn’t use special characters (spaces).
The only way I can get this to show up in UE4 is to rename your top level folder, which breaks all of your texture links inside your materials/particles.
My second issue is more of a general thought. I don’t know anything about setting up LPV or how the lighting/post processing should work. Should I do anything with Epic’s default post process? Should I delete DirectionalLightStationary and LightmassImportanceVolume? What about AtmosphericFog? I’m struggling to take it from basic import to your polished setup.
My request is to make the process a little less fool-proof and maybe include a sample project file to show what needs adjusted for proper setup.
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Short Answer: I will fix, organize and create a better “installation” guide. Just download the new version above, on download section.
Long Answer:
- I´m updating the download section with integrated Weather/Clouds version with a very early stage, just to help You.
You dont need more download both files.
- All files must be droped on Root (content folder). WITHOUT main container folders (Weather XXX 0.X)
- LPV You can enable with r.LightPropagationVolume = 1 in consolevariables.ini on Engine\4.X\Engine\Config folder. Just check this guide. LPV is Optional.
- PPV (Post Processing Volume), AtmosphericFog and lights is controlled by BP. You need just a fully empty scene.
- In World settings, check “Force No Precomputed lights” on Lightmass section. Then rebuild your scene. You dont need a lighmass importance volume, because this is a fully dynamic light setup.
- If you managed to import successfully, just recompile the both BP BEFORE drop in on editor view.
- If helps, this is the file structure. I did not keep the recommended structure just to isolate everything from the weather system on a single folder.
These instructions were great! Got it working
Nice! How its running? I mean, about FPS. What is your hardware specs? I will appreciate this return.
Unfortunately I did find it stuttering my animations, and while I didn’t have time yet to check out the cause in detail, I’m curious to know how heavily you’re relying on the tick event (or are updating each tick in general). If my movement animations stutter, it’s usually because my tick events are too heavy.
Hardware: Win 8.1 Pro
Intel i7-4790K @ 4.00Ghz
24GB Ram
GeForce GTX 680
Probably is the “Scene recapture” from SkyLight. Put the time arround 60 (24 min = 1 cycle). Maybe, is less painfull.
I dont using the TickEvent. Im using only timelines. (maybe they are internaly using tick events).
That’s true I tested with the value at 360 and 3600. I’ll try toning that down later when I’m back to UE4.
360 is the value im currently use for my tests. But for games, I recomend 30~60 (1 day = 48~24 minutes) or if is a open world, maybe even less.
Any chance you will implement a moon light into the system? To get that natural glint and even shadows from the small amount of moon light would be nice. This is especially noticeable if you use SSS on plants or trees.
Are on plans. Actually I´m focusing on day. And working a lot to work around translucent shadows limitations. But this weekend I will upload a new version. The moon light its easy to add.
this is meant to be a weather system, correct?
Sort of wondering about something, things that could be possible. Unity has a 3rd party plug-in for a weather system, but seems to lack in some areas
- a drag & drop system for lightening effects or randomly generate lightening
- you know how storms effect the sea and waters, could that be possible the waters can be effected during the storms
- will the time of day be editable (like say 30 minutes or even 1 hour could be a 24 hour time cycle in-game)
- could you control how much particles pile up? Say, you have a snow area and snow just continues to fall, but you don’t want an insane pile-up
- editable cloud system
I’m sure I have other questions, but those are the ones that came to me at the moment
I’ll update the main post with the features you want to add and those already implemented.
But to answer your specific topics, here goes:
- Yes, I want to add thunder and flashes based on weather conditions. Yes. Fully random.
- No. I do not mean to mess with water, because there are already many plugins being developed also runs off a little of what I see as the weather system. But I intend to deliver material functions, applying sense of wet, so that it is easy to use and responsive to the weather system. As snow and dust.
- Just watch my config vídeo. There is a lot of tweaks can be done right now. Config Vídeo
- Yes. I want to in the end deliver some scalability tool for smaller graphics cards. But this is the last part. There’s a lot ahead. And since I have a board that at best is average, if run well here, will run elsewhere.
- Yes. Im working on it right now. As the thunder, rain, snow, clouds, wind, dust. I want to put sliders, it may be possible to configure things like arid / humid, tropical / polar, average temperature… These things. And everything will be randonlly generated from these inputs.
If it’s not too hard to answer, what effects the oceans during a storm? Since you said it wouldn’t be something a weather wouldn’t have
If you are talking about the wind, yes intend to do. If you want to plug the vectors that result in a plugin, go ahead.
Not sure what I’m talking about, could be the wind. But like during a storm, the waves just get more violent. So, I guess I’m wondering if the ocean can be in sync with the weather conditions, or in this case, how can the ocean be in sync with the weather conditions?
Yes. I will provide, Wind Direction (V3), Wind Power (Scalar) and Wind Variation Strenght (Scalar), randonly generated by weather. So. If You have a Ocean material or plugin, you can link both systems to responde with this vars.
If you wanna go more deep, you can use moon phases too. (already implemented).
thanks for your time on answering my questions
guess you thought of what was mostly needed to make your weather system feel complete
New Update at first Post.
@joshezzell implemented moon light.