[RELEASED] for UE4: Complete Sky and Weather System

Hey thanks,

the build will come soon?

Sounds great! Will the SceneCapture flicker be fixed with new system?

How to exclude the sun specular capture of when I make recapture of the skylight? bright spot should not be on reflection probe.
Specular sun will be subsequently added to final image by the analytical light and should never be added to the reflection probe of SkyLight, which will later be propagated in the ambient probe with filtering.
is one reason why ambient is going nuts and flickering because the bright spot will be filtered in ambient probe. The thing is even worse because the bright spot varies depending on the position of the sun and sometimes is very bright and sometimes it’s barely visible. I assume that clouds have to do with it. So how to disable sun specular capture produces by ? When I’m disable and try to capture same sun light then specular isn’t captured in probe. UE4 blueprint for sky is doing the same problem but for UE4 sky bluprint you can lower sun intensity to remove sky flare. So I can make bluerpint that set sun intensity to 0 Recapture and then restore sun flare intensity and is working ok. But double specular of reflection probe and analytical light is wrong in PBR world.
There is a way to remove sun flare from sky while doing sky light capture?


Check the ambient in shadows after sun spot is brighter on shot:

Note: both settings use same light intensity. is just capture made few second later with moving light.

Only reflection output:

Few minutes later in time and stronger specular on probe is brighter. After that ambient is very bright.

It should be accessible now if you’re using the repo.

That should be fixed now.

Hi,

We have released some quick fixes for which should be integrated shortly, and we’re working on more complete fixes also.

Thanks

If we can set intensity of sun flare then will be enough to remove the problem.

When will be ready new build of plugin on your page?

If you’re using the Github branch it should be available now. Otherwise I don’t think it’s been incorporated into the installer on the Simul downloads page yet. I will try and get process sped up for you and let you know when it’s available.

Are you using 4.10 or 4.11?

I’m using 4.11.2.

I have/use others plugins in the project…
I have also the following plugins:

NeoFur
RoadEditor
AdvKit
DungeonArchitect
InstaLOD

If I recompiled is a mess, the other plugins don’t works anymore
I have to wait the the official build aligned at the last UE release

We should have a new build on the website to download in the next few days :slight_smile:

Wonderful, thanks…

I wonder is someone can help me, i’m testing out on my terrain, and in the daytime everything works fine, but if i shift the sequencer to night time, it just doesn’t get fully dark, the stars come out but its still practically daytime. I’ve tried everything, and double checked the level blueprint, any ideas?

Thanks

Have you tried messing with the sky settings for the night time? Also, when you move the slider past 1 or 2 am does it get pitch black?

Hi ,

Could you show me your level blueprint?

Also do you only get in the sequencer (i.e. when dragging around the red vertical line) or does happen when simulating/playing?

Thanks,

Hi ,

is happening in sequencer, and when i play in editor and standalone game, are screenshots of the sequencer, level blueprint, and the play in editor, as you can see i only have the directional light and a skylight, the directional light as show in the tutorial video is connected to the macro in the level blueprint.


when i move the slider it does seem to get dark very briefly, then it becomes fairly bright again, the 2nd screenshot is from 11pm which i think should be alot darker than it is?

Many thanks

I’ve tried both, and like i just said to , it gets dark very briefly, then it’s almost as if it’s daylight again regardless what time of night it is.

Hi,

What’s causing is probably whatever your ambient light source is. And that is most likely the Skylight.

If you’re using the repo you can pull the latest files now including the custom Skylight. Hopefully with , you’ll find the lighting to be more realistic at night.

To use it simply:

  1. Delete any existing Skylight
  2. Clear any existing Skylight CubeMap RT in the TrueSkySequencerActor details panel.
  3. Find the Skylight (Modes -> All Classes -> True Sky Light) and drag it into the scene

If you’re using the binary installer then it may take a bit longer for it to be available.

I have compiled latest UnrealEngine source just for test and I get crash when I try to assign new Sequencer to TrueSkySequencer actor.

I do as well.


MachineId:9B24C4564125763D903775B73E9BFAC6
EpicAccountId:017ebfc9f29f4134821504ead7d1034f

Access violation - code c0000005 (first/second  not available)

TrueSkyPluginRender_MT!simul::dx11::Texture::CreateSRVTables() [c:\simul\\simul\platform\directx11	exture.cpp:915]
TrueSkyPluginRender_MT!simul::dx11::Texture::InitFromExternalD3D11Texture2D() [c:\simul\\simul\platform\directx11	exture.cpp:455]
TrueSkyPluginRender_MT!simul::dx11::Texture::InitFromExternalTexture2D() [c:\simul\\simul\platform\directx11	exture.cpp:419]
TrueSkyPluginRender_MT!simul::plugin::PluginTrueSkyRenderer::SetTexture() [c:\simul\\simul\plugins\ue4\pluginrenderinterface\plugintrueskyrenderer.cpp:392]
TrueSkyPluginRender_MT!StaticSetRenderTexture() [c:\simul\\simul\plugins\ue4\pluginrenderinterface\renderingplugin.cpp:891]
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::RenderCommand() [f:\uedev\engine\plugins	rueskyplugin\source	rueskyplugin\private	rueskyplugin.cpp:1800]
UE4Editor_TrueSkyPlugin!FTrueSkyPlugin::RenderFrame() [f:\uedev\engine\plugins	rueskyplugin\source	rueskyplugin\private	rueskyplugin.cpp:1714]
UE4Editor_TrueSkyPlugin!TBaseRawMethodDelegateInstance<0,FTrueSkyPlugin,void __cdecl(FPostOpaqueRenderParameters & __ptr64)>::ExecuteIfSafe() [f:\uedev\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:642]
UE4Editor_Renderer!FRendererModule::RenderPostOpaqueExtensions() [f:\uedev\engine\source\runtime\renderer\private\scenerendering.cpp:1898]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [f:\uedev\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1301]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [f:\uedev\engine\source\runtime\renderer\private\scenerendering.cpp:1744]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [f:\uedev\engine\source\runtime\core\public\async	askgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [f:\uedev\engine\source\runtime\core\private\async	askgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [f:\uedev\engine\source\runtime\core\private\async	askgraph.cpp:526]
UE4Editor_RenderCore!RenderingThreadMain() [f:\uedev\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [f:\uedev\engine\source\runtime\rendercore\private\renderingthread.cpp:417]
UE4Editor_Core!FRunnableThreadWin::Run() [f:\uedev\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Hi,

If you could update to today’s commit then let us know if you’re still getting the problem, that’d be great.

Thanks,

Yeah, I already updated the github – all is well. <3