That is helpful! Though, additionally, it would be lovely to see images of the rendered sky/clouds that you were referencing.
They get worse as they get closer, but, thats what i am seeing on update of the clouds moving.
Another shot - different time (about 20 min later and still running)
Note: is with the camera perfectly still. No other movement other then the clouds.
They also shake back and forth. My guess is something like : forward 1 frame, back 0.25 frame. over and over and over, but, only in the day time.
That looks like the result of your 3D Cloud keyframes having a not-spectacular configuration with regard to edge noise.
Check out the following screens and their corresponding settings; is one which seems to approximate what you’re seeing:
Meanwhile, 's one with a nicer cloud shape and smoother (yet still turbulent) edge noise:
I’m hoping to get to writing up some more details on the Sky Sequencer for the site some time over the next few days.
Setting it all to default there seems to have resolved it. I had brought that one forward from a previous version, so, i wonder whats changed to cause that. Not that big of a deal since it was semi-default to start with.
I wonder if it has to do with the size of the pixels being rendered. Kind of like how stars look tiny, but, in a planer reflection they can look like giant squares.
EDIT: Doing a little testing right now
So, it just so happened that I had to do an iteration on the sky/lighting/shading in my project last night, so I figured I’d really get a good grasp on what every single flag did so I can go into a bit more detail on the Sky Sequence when I update that part of the documentation. was the rough progression from beginning to end:
https://joy-machine.com/wp-content/uploads/2017/04/ts_config_pass_01.png
https://joy-machine.com/wp-content/uploads/2017/04/ts_config_pass_02.png
https://joy-machine.com/wp-content/uploads/2017/04/ts_config_pass_03.png
https://joy-machine.com/wp-content/uploads/2017/04/ts_config_pass_04.png
https://joy-machine.com/wp-content/uploads/2017/04/ts_config_pass_05.png
https://joy-machine.com/wp-content/uploads/2017/04/ts_config_pass_06.png
And, just for reference, 's where I ended up (which isn’t the “final product” but it’s about 70-75% of the way there):
https://joy-machine.com/wp-content/uploads/2017/03/blandtown_cloud_and_lighting_pass.png
I just added the beginnings of some utility blueprint functions that y’all can use soon to the TrueSkyPlugin repo. Right now, it’s just a simple macro library for updating time of day and updating the main atmosphere light (whether it’s an actor or a component directional light).
The function library will expand as I build out the demo we’re working on.
Nice - i know i have mentioned before, but, there should be a spot for us to upload sky iterations (the trueskysequence) so we can quick D/L a sky we are looking for
example:
sky has heavy low cloud cover: download
sky has a thin cloud cover and heavy storms: download
is the sky i used for my flight sim: download
of course screens for all downloads/descriptions …
side note: the fact “weather” is listed in the subject, i think there should be a randomizer for storms instead of a “set at exact time”.
Now, Its been posted in (by myself and others) on how to setup sequencer properly to allow switching and cloud blends and everyone runs as soon as we put their "oh yeah do it like " to the test. I dont know if the TS guys can toss in a “Rain lasts between 10 and 20 min, but, cant occur more then once every 45 min” kinda of thing (times would be X Y Z ints). Just a thought. Would save us all from having to mash in 2 other weather systems into and making it super unstable …
Edit:
Getting that movement bug and glitchy clouds again and i set it all back to a default setting.
EDIT 2:
Seems i am only getting “bug” on the transitions between sun down and sun up. Its really bad. Even with default.
Replication: Create a new TS Sequence asset > run @ 360 TS Time Variable > wait until day/night transitions > notice the pixelations in the clouds and the “jerking” movements.
I’m going to see what I can do on the weather front when I start on that aspect of the demo; i’d like to expose as much utility functions as possible so people can use it more easily and more often. But we’ll see.
As for the movement, it could just be a resolution; what are your TrueSkySequenceActor settings like? And what do you have your cloud step value set to?
see above as i was editing the post, but, 100% default settings.
May want to try lowering your 3D cloud’s churn value in the sky sequencer. See if that helps at all.
i will test it in a sec –
side note/question: using expo height fog, not a good idea? its making funny things happen. What should be used with as a staple?
CHURN set to “0.05” and same result. (half of half of default value of 1).
Feel free to just email me your sequence file ([EMAIL=“trent@joy-machine.com”]trent@joy-machine.com) and I can take a look when I get a few minutes.
updated to the latest build of TS Plugin …
I notice 2 things …
- Your update light has more nodes on it
- Your Set Time has more nodes on it.
.simul.co/unrealengine/images/truesky_ue4_blueprint_tick.png
More nodes than what?
look at my screenshot and look what i provided to you (from the TS site), whats different?
Specifically, Set Time and Update Light
Note: i am using the 4.14.x version
For me In the function ‘Update Light’ is missing the pin 'Target"… But it’s present in the macro ‘Update Light’
My Ver 4.15.0_4.1.598
but are you seeing the same ? is there something “wrong” with your clouds, time, etc?
Im just trying to give TS a second so i am trying to bite my tongue, but, ppl need to say something when its jacked up so we can get things resolved now that we have someone (tho not someone from TS) helping us out.
Ah; that’s because the plugin searches for an instance of a sequencer actor in the scene if one is not explicitly provided, so depending on how you create those nodes, you’ll get a pin for the sequence actor to execute the function on. I typically keep my blueprints as explicit as I can and manage my own sequence actor.
I’m going to be updating the docs in a bit with some additional information as well as the use of some macros I added last night. It’s really up to you how you want to manage it.
Just updated the blueprint docs for the UnrealEngine plugin, as well as the repo, with a bit of cleanup to the macro library, as well as another macro to take care of Time of Day + Light Updating all in one go:
The idea being that you can pass in either a DirectionalLight or a DirectionalLightComponent (into their respective nodes), so you can have a bit of flexibility on your lighting setup. Hopefully saves y’all some time.
Great Update.
Thank you.
Regarding Distance Mesh Fields Lighting.
I checked Distance Field Ambient Occlusion.
I think Distance Mesh Fields lighting is working well for landscape as well.
But screenshot is on 4033x4033 terrain.
And from specific distance, weird border (shadow) shows up.
I think comes from the cause that distance mesh fields lighting.
But when using default sky, it looks fine.
Could you fix that?
Thanks.
Default sky
DFAO Default sky
DFAO
Near and Far
Randoll Berlialle