Orbit: Weather & Seasons BP

20 bucks for all that? is that for serious? I mean, wow! that’s instasold IMO

I agree, marvelous idea. Some things should be implemented per project!

Seems like it will be a great addition to the marketplace! Cant wait for the release!

Will buy it and try it out.

Thank you for the kind words! <3

Thank you!

Thank you for your kind words and support!

Wonderful to hear, thank you for the kind words and support!

Awesome work! I saw the highlight of this project on the livestream.

I’m working on a game that involves flight, and while I love the color work in Ultra Dynamic Sky, the inability to fly above/closer to the clouds is a problem. I’ve seen in some of your videos that it is possible to be above your clouds, but I have a question. How does the transition from below to above look? I understand the clouds aren’t going to look photo real upon close inspection, but is it passable? Are there any obvious artifacts?

Can you show us what a fully overcast sky looks like?

One way or another, this will be on my ‘must buy’ list.

Thanks!

Gratz to the spotlight in the launcher :smiley: :smiley:

So when’s the release. I want to buy :smiley:

So as it stands, the system uses a sort of slice-based volumetrics akin to shells used to make fur. The problem that inherently results for fly-throughs is that you can see the gaps between the shells. You could theoretically increase the shell density, but a shell count high enough to block out the gaps would need to be enormous in order to maintain the z-size of the clouds.

I’m looking into some solutions for this issue, but on release day, the system will be intended for use in games with a from-the-ground viewpoint. I’m very sorry for any inconvenience this causes, and if it’s any consolation, ray-marched clouds are in my post-release feature list.

Also, here’s the overcast sky shot:


Cheers!

Thanks!!

Very soon, just some final polish for the base features and it’ll be submitted :slight_smile:

Hi! will it be possible to have the time of day to be set to the computers time? like it is night when it is night irl and so on?

You could do that using Rama Plugin without that no because blueprint can’t read your system time.
@

How will this handle on a large scale map with 50+ players? thanks

That shouldn’t be too difficult to implement :slight_smile:

Unfortunately on launch day the system won’t be configured for multiplayer out of the box, as I don’t have much experience with setting up networking. It’ll be something I’ll be pursuing post release.

Thanks for the info and ill be awaiting the release :slight_smile: .

ETA on release? I’m in no rush, but I would like to be able to support you as soon as possible :smiley:

Just wanted to say everything looks awesome and I’m excited about the affordable price range, I hope it benefits you in the long run, and commend you on being very responsive and helpful in this forum.

The one question I have is if vegetation will change colours with passing seasons? Or is this something that could be in a documentation tutorial?

I’m hoping to have it finished and submitted within the next week. I’ve been juggling this and a trailer for a project I’ve been doing world design on but the trailer is out now so I can focus on getting this wrapped up and submitted.

Thank you so much for your support! :slight_smile:

Since vegetation is something that varies a bit from person to person in terms of workflow and design, I’ll likely end up doing vegetation color changes as a documentation tutorial. :slight_smile:

Thank you for your kind words and support :slight_smile:

Awesome! Looking forward to it friend, thought about pricing? Again, not a biggie for me personally.

Sure thing, I plan on posting it for $20. :slight_smile:

Cheers!

You saint <3

Just wanna get it out to more people <3