Orbit: Weather & Seasons BP

Ah thanks, cleared it out just now :slight_smile:

Just heard back from Epic, Orbit will be available on the UE4 Marketplace on October 26th, 2016!

Thanks again for all your patience and support, you all rock!

Cheers!

yipee just in time for my new gtx1070

Hey if anyone’s interested (totally fine if you’re not) I’m starting up a vlog about being a gamedev and life in general, how the two overlap, etc. Topics for the first episode include Orbit development, foods I like, and watching my kids’ c-section births. If it sucks let me know, I’ve never done this before but I’ve been wanting to try it. Music courtesy of Itemfinder.

Orbit is still set for 10/26/16 release, be stoked!

I am so stoked for sure :smiley:

Hi Christian, Im having extreme difficulty adjusting settings to get the lighting i want for a moonlight horror setting. Im guessing this has something to do with how you tied in allot of features to be used with the seasonal time of day settings, and or presets. Problems Ive encountered below…

1.Moon light Shadow Castings.
The moon light has no shadow casting flag option, I fixed that manually. but this should be automatic as night scenes look terribly unrealistic without shadow casting.

2.Nightscene Ambient Lighting.
Another major problem I have is ambient lighting settings, It doesn’t seem to work for me in midnight. My scenes look awfully dark in shadowy areas. It has worked occasional, but I must have adjusted something tied to overall tod settings. I have almost all ticks unchecked to be tied to tod. problem remains. So I just created a duplicate moonlight, turn off shadows and adjust. would be nice if this was fixed.

3.Cloud Color.
I cant seem to change the color of the clouds manually as shown in your video in midnight time

4.Volumetric fog.
This has no effect or doesn’t work in midnight settings.

I would suggest a few things to make this more developer friendly. Create two seperate blueprints, one with seasonal changes and or TOD tied settings. And a second blueprint specifically for complete custom user control settings which are not tied to each other via TOD.

Its hard to follow your video. it should be broken down into categories for easy reference. example. 5 min video for back round clouds, 5 min video for moon settings. 5 min video for installation, etc. placed into a playlist titled Orbit Customization.

Additionally, Most of your parameters don’t have a basic tooltip explanation which would help enormously as opposed to spending time going to video reference.

I think your product is great, love the way the clouds look, and with all the settings available it should be the only product to go to for lighting outdoor environments. Unfortunately it doesn’t seem to have complete control to get a specific look one might be after. But I think you can fix that quickly. Hope you can help me out

This is something I would want to do as well if you could add this quick, I would totally buy this from the marketplace Day 1

Hey there @Architect3d, I’ll try to hit these in order:

  1. that’s odd that the moon light had no shadow casting, as it should be activated in the light actor that you assign to it by default. I can add it in as a parameter within Orbit’s variable list.

  2. something to keep in mind with the changing lighting in Orbit (including ambient lighting) is that a fair amount of balancing needs to be done between the lighting levels at different day times, and the auto-exposure pp effect if you’re using it. I’ve found that checking my auto-exposure settings at sunrise, noon, sunset and night time to ensure that the exposure levels are what I want them to be. Disabling auto-exposure helps make setup easier, but can cause a decline in visual flare, depending on what kind of style you’re going for.

  3. The cloud lighting levels should be tied to the time of day as well, if you crank up the lighting intensity and then try changing the colors, can you see any difference?

  4. Volumetric fog requires either a high-density level or high-intensity lights to be visualized. I’ll have a look at the code to ensure that the sun position isn’t affecting the density/color levels if the automation option is disabled, as that may be causing the fog to not be rendered at night.

I can look into separating the blueprints, though this will take a lot of re-writing, though this is something that is occurring anyway as I’m looking into implementing more volumetric cloud options that better suit games where the camera enters cloudspace.

I intend to create a tutorial video series, though I haven’t had much time recently to sit down and put it together. I just finished setting up my office space so I will have time to work on this now, and I’ll be creating videos dedicated to section-specific tutorials, as well as content examples and even customization options.

I thought I had filled out the tooltips on everything, I’ll go back when I get home from work and double-check them. I agree, having these is a given and is something I’ll address asap.

Thank you so much for your time and feedback, I’ll begin looking into these topics and have some solutions soon. :slight_smile:

Cheers!

Oh and one last point to keep in mind, every section (aside from lightning) should have a tickbox to enable or disable automatic control based on time of day.

Can you tell me what is the difference between Gumroad and Marketplace version please ?

No differences in features, just that the Gumroad version is available now. I’ll be posting updates to both versions throughout the life of the project.

Cheers!

Ok thank you. I will take it on Gumroad so :slight_smile:

Thanks so much for your interest and support!!!

Also, just a heads up: Orbit hits the marketplace TOMORROW!!! Here’s the trailer one more time, thanks again guys for all the patience and support, I really appreciate all the kind words and awesome feedback!

Cheers!

Have you been able to make it so you can have the skybox at a certain time of day and not animate like if you only want it at night, or havent you figured that out yet?

Yep, this is easily achieved with this system :slight_smile:

Is it easy to do, do i have to go into blueprints to enable say night time or can i just check a checkbox?

You simply drag a time of day slider to night time and uncheck the checkbox marked ā€œSimulate Time of Day at Runtimeā€

It’s done for me :slight_smile: I take it on the marketplace and I will try it

Thanks so much!!! :slight_smile:

It’s launch day everybody! Thanks again, you’re all awesome!!!