4.13 just released, is this going to be released soon?
Hey there, still some finalization and testing to be completed, hoping to have it submitted within the next week.
Cheers!
very nice !
Very beautiful!
I look forward to it!
That looks awesome :)! My only nitpick would be that the shaded part of the moon looks a bit weird. It’s too dark and looks like it’s in front of the clouds.
Is the size of the sun/moon editable?
Really nice indeed. Is it possible to somehow adjust the seed ratio of clouds in system so that it would use that seed all the time? For example i really like the positioning of clouds on last image, some larger clouds and in between a lot of little weak clouds. However not sure what would then happen at rainy scene where you do need all full clouds. One critiq though the sun is too big, i am asuming it would be easy to scale it down if needed?
Thank you!
Thank you!
Yes for both, as are the moon shading parameters.
You can set the density of the clouds overall, as well as the scale and speed of the cloud breakaway to hone in on the overall size and density that you want, but there’s not really a set seed parameter in a literal sense. And yes, sun size is adjustable
will there be an option to replace the moon mesh with a simple texture?
Not on release day, I may look into that feature in the future.
I will be purchasing and if I approve our company will be as well.
May I offer some critics about the clouds?
You have 2 layers of clouds as far as I can see. Would it be possible to implement a few more (making them optional)?
Also, the clouds in the lower layer look kinda like cotton, that is filling a prisma. This doesnt feel too realistic in my opinion. Would it be possible to configure them in a way that they indeed are realistic?
And I noticed that the higher layer of clouds its totally static. I know that the image is static, but couldnt you make it spin in some way? This would greatly enhance the experience!
Excited to hear it, thank you for your support!
Thanks for taking the time to offer your critiques!
It is possible to implement more dynamic layers, something that I’ll be looking into post-release, unfortunately as it stands right now it’s a bit involved to do so and would put off release more than it already has been.
The dynamic clouds are built using slice-based volumetrics, almost a shell-approach. There is height-based shape falloff that you can play with to get the cloud shape that you want. While it’s not going to necessarily be the fidelity of real-time particle-based/ray-marching clouds, it is fairly robust and you can hone in fairly well on the shape you want. Taking your advice, I tweaked some of the breakaway + self-shadowing settings to move away from the cotton-ball shape I had in the video:
And yes, the higher layer should move and I’m implementing that at runtime as we speak! Good catch, thank you!
Those clouds look muuuch better
I would like to see them in real-time speed and in HD, can you make a video please, pretty much please
Also, I am excited to hear the rest
I can still catch a glimpse of the cotton-feeling, but with this, I believe its possible to configure it right
Sure thing, I’m finalizing weather pattern creation stuff over the next couple days and then submitting, during the submission process I’ll be building a proper trailer showcasing all the available features, I’ll be sure to include some real-time speed cloud shots
Thanks for your feedback, really really helps having a fresh set of eyes
Cheers!
I have been keeping an eye on this thread from the very beginning though
The price really still seems to be too low though I would rather pay more and support the development of all the features in your trello map.
If you wont implement all those features mentioned in the trello, will you maybe consider an “upgrade”, that one can buy additionally, where you provide advanced features?
I don’t know that that’s an option in the UE4 Marketplace, I’d have to discuss it with Epic Staff. More than likely I won’t be going that route, as I’d rather have a lower price point to reach more developers. I’m very committed to expanding this system post release, so barring any of those features being totally unrealistic/impossible, the stuff that’s on the post-release list will be added.
Would it be possible to add an automatic footprint system so like when it rains and you step in some mud and go inside the mud tracks on the floor or if you set it to snowing when you walk around in the snow you leave footprints or tire tracks if your driving?
This is something that is possible, but I’m going to have to add it in documentation as a tutorial, as making something flexible enough to work for all kinds of interaction (first person vs third person vs vehicle etc) would take too much time and likely not be performative enough, whereas adding a tutorial/tutorials for specific game modes and player entity types would serve development a bit better in the long run.