I have another inquiry. Does your system integrate with speedtree assets? I noticed you don’t require or use the wind actor to drive wind effects with your system. Speedtree asset require it to use their wind. If everything tied together nicely and used the single wind actor, that would be ideal. Not to mention, the material function for foliage won’t integrate with Speedtree’s custom node at all.
Figured out the issue. I am using the community project ocean and it was reacting oddly with trees nearer the waterline in some places (but not all, still confused about that). By lowering the level of the ocean, it fixed the error. Thanks very much for the quick responses and for an amazing product. Going to the marketplace to rate 5 stars right now.
I found somewhat of a bug. This happens when light rays are on for both the sun and moon. If I turn off the light rays for the moon, the ray shooting straight up in the image disappears. Not sure why this is happening. I guess maybe moon rays need to be toggled off when the moon is not out?
EDIT: It only happens when the sun gets close to the horizon when rising or setting it seems.
I’ll have to look into Speedtree assets, I’ve never used/subscribed to the product so I don’t have any experience with it, but if I can secure an evaluation license, I’ll look into integrating support for it in Orbit.
Awesome, thank you so much, it means a lot
I’ve seen this issue before in the default UE4 skysphere actor where the lighting being approximated across vertices using “vertex fog” for translucent objects, but by default in Orbit I believe I switched the sky object to be opaque so it shouldn’t be a problem, though clearly by your screenshot it is. Sorry, I’ve been away from my dev PC for about 2 days due to work, I should be returning tonight, I’ll have a look and see what’s causing the issue.
Thank you for reporting this
Hey guys, I’ve updated Orbit’s Trello page to include tutorials, bugs/bug resolutions, planned features, updates in-progress, and the status of compatibility with other assets on the marketplace. Be sure to vote for stuff you’d like to see added/pursued!
Cheers!
snow footprints tutorial omg yes please do it now
So for some reason after importing this into my project, after a completely random amount of time it seems, time stops, and my sun supernovas… [video]http://puu.sh/s6PEd/728c09dc0d.mp4[/video]
Edit: It seems that it does not matter whether you’re using system time or not, and once it happens once, just by checking the “Use system time” box to update the blueprint, the sun continues to “super nova” and time does not continue.
I have another feature suggestion. After playing around with it a lot, I have noticed how difficult it can be to dial in a look at night. If you could allow the user to specify post process settings specifically for night that would be amazing. My global post-process settings are great during day, but I need something to override them at night.
Hmm, I’ll have to look into this. Also, I was able to replicate the light beam bug, it is indeed due to two directional lights casting light shafts simultaneously at comparable angles. I’ll tweak the float curves so that moon rays start rendering later at night, so that this doesn’t happen.
Also, two new tutorials out today, one for weather control/seasons control, and one for night-scene setup. Feature updates coming soon, one more hotfix to push before I push the new feature update.
Cheers!
Really nice, i like this scene in particular
How does this work for the landscape layer (preparing the rain puddles), i ask because i want to add footstep water splash sounds.
And how performance incentive is this, does the weather spawn on the player or do you place it in the world?
It subtracts the roughness in masks down to a zero value to make it look wet. I’m working on converting the system from pulling mesh distance field data to pulling scene depth data, so I could include a roughness-check around the player camera to help determine if you’re stepping on puddles or dry areas, and include instructions on how to stipulate which sounds are played with that data when I do the footstep tutorial coming up soon.
As far as performance, the weather particles spawn around the player, the precipitation accumulation is applied globally to any object that uses the included functions in its material.
If you want to see how your system performs, check out this video + the demo link in the description.
Cheers!
Thanks for the quick answer , for footsteps i use Footsteps Sounds with Blueprint Setup in Sound Effects - UE Marketplace which basically requires me to assign a material (floor type).
Ah yeah, iirc that uses physical material raytrace hit results to determine which footstep sound is used. I’ll have a look at that system to see how easy/difficult it’d be to stipulate using wet sounds instead of regular sounds on different surfaces. I’ll be sure to update this thread if I come to any conclusions.
Cheers!
Hey everybody, I’ve just sent some update files to Epic to be pushed to the marketplace, and the Gumroad packages are currently uploading. This update contains 4.14 support, a new enhanced night sky with more flexible options for stars, a nebula generator, HDRi skydome texture support, and sun yaw rotation offset to dictate sun rise and set directions.
As always, more tutorials and updates are on their way, and thank you for your support!
Cheers!
Question! Can we use the clouds by themselves (ie, with another skydome, or even together with UltraDynamicSky?) I’m asking because I’m mostly interested in your clouds
Cross-compatibility with UDS is something I’m currently looking into.
Hey there everyone, just figured I’d throw out a quick heads up, **Orbit will be on sale for 50% off **(UE4 Marketplace only) during Epic’s Cyber Monday sale, putting it at **$9.99. **
Cheers!
Thanks to Brucks’ amazing tutorial series, I’m able to learn and explore more volumetric rendering techniques, which I can bring to Orbit to give the clouds a little facelift:
Orbit is on sale for 50% off right now, pick it up before the Cyber Monday sale at Epic ends!
Is there any way to exchange a Gum Road copy for a Marketplace one? I got ahead of myself and didn’t want to wait for it to make it to the market place, but now I’m missing the easy updates Marketplace copies offer. No big deal if not, I was just wondering.
Edit: Volumetrics in those gifs look awesome! That tech will solve my ‘flying through clouds’ problem.
Hey there, sadly I don’t have an easy way to pass marketplace entitlements over to Gumroad customers. I know the UE Marketplace is undergoing functionality renovations, so this may change in the future.
And thanks! I’m definitely psyched for the benefits this method will bring to flight based games.
Cheers!