Just did a quick pass on the Unreal Engine tutorial section of the docs: .simul.co/unrealengine/
The next installer for the plugin (or next… next depending on when the build kicks/kicked) will also have some sample sky sequences so you can install the plugin with some samples instantly available.
The milky way background texture is optional; I don’t believe the TS-rendered stars are intended to line-up with the background texture. In general, I’ve found it easiest to have the stars rendered as points (brightness/magnitude (forgot the wording) setting 0.0), so the bloom doesn’t accentuate the stars.
Oh, and additionally, I started working tonight on what (I think) will be a more intuitive way to change sky + cloud sequence layer and keyframe data through code and blueprint scripting that I’m hoping to complete early next week.
Thanks your post! was an obsessive compulsive disorder. you know! The texture’star brightness is weak and weak, if star can overlap the mikeway texture can strengthen it!
The milky way background texture is true, and plugin’s star is true too! So theoretically,TS-rendered stars can line-up with the background texture.There must be a mistake . In the skysphere what I made, when I import the sphere mesh adjust rotation skysphere, but I don’t know what methods are used for the arrangement of the background texture in plugin, so I can t try it.
Could you maybe focus your efforts on fixing the myriad of bugs and compatibility issues instead. I would buy the product if it wasnt so horribly unstable and unpredictable.
I would personally like to see an full tutorial that covers taking the source code, merging, implementing within the editor and then having an blank game package correctly without any issues at all. If were to happen and is reproducible consistently without errors i would reconsider my stance on its viability as an stable and purchasable product, until then i cannot endorse as worth the money to be honest, its just to unstable and inconsistent.
A “tutorial” on engine modification is kind of a complex thing to do; engine modification is generally considered to be a fairly complex and “advanced” thing in general, so it’d be difficult to write a full tutorial on engine modification for all types of users. That said, I recently tried to make the source code side of things a bit more well-documented with page: .simul.co/unrealengine/Source.html. I’ve only done a first-pass on it, so if you want more detail on any particular aspect, just say what and I can look into it.
Also what stability issues are you having? I just mentioned in a private message from someone in the thread , but I’ve been using as a customer (and I like it so much that it’s why I’m working with on making it more accessible) for over two years and while there were some bumps in the road a year and a half or so ago, I’ve had nothing but consistent results, performance, and stability with it 95% of the time. If you’re having stability/compatibility issues, those need to be identified with specifics so that we can look into getting them resolved.
While does ship with a custom “True Sky Light Component” that has a more custom set of exposed parameters, the sky light is still functionally the same as the standard UE4 sky light. And as far as the primary lighting goes, all does is manipulate the color (in very minor ways, as lights should never be even remotely saturated), intensity, and rotation of a stock UE4 directional light. I’m a little confused as to the perception that it’s not doing an adequate job of lighting – it’s just handling time of day calculations with stock UE4 lighting calculations.
And, like I said in an earlier post, I’ve used as a customer for over two years and I’m using it my current game and the lighting has been a pain to get where I want it to, but that has very little to do with and more to do with working with dynamic time of day, global illumination, light propagation volumes, etc. – all of which are general UE4-side features. And that’s not even to mention the role that bloom, tonemapping, and eye adaptation all do to a scene. There was a message I got recently that said " made their scene incredibly bright at night" – that’s not the result of , it’s the eye adaptation settings compensating for the lack of scene luminance. Ultra Dynamic Sky – which I’ve also used and think it actually has worse performance/quality (though it’s an easier drag-and-drop solution, to be sure) – can get away with because it doesn’t really alter the scene luminance in physically-accurate ways.
Anyway, for reference – while my game definitely does not go for traditional blue skies and puffy white clouds – are the results of in my game: standard gallery and high-resolution gallery. Dynamic lighting is a pain in the *** to get right in UE4 given the amount of variables all at work (and it’s not the fault of UE4 – all modern game engines, custom in-house or commercial, have the same issues to deal with); I recommend reading Hobson’s lighting troubleshooting guide.
Honestly it should not be as “complex” as you make it sound. Record an video of you pulling the Fork from Simul Github, compiling that Fork, creating an Blank project, packaging that project into an Game and running that Game demonstrating that is infact working in an Blank Packaged Game without any issues at all. That does not sound to complex or to much to ask in my opinion.
Ive sent multiple emails to outlining various bugs and issues and all i get back is “we will look into it and fix it soon”. I managed to clean up a few problems (mainly with build scripts) myself but it got to a point where it was starting to not be worth the trouble, theses types of things should not be an and the customer should not have to clean up or fix your code.
Im glad that some people can manage to get it working, but the fact that there is no unified tutorial or documentation path that demonstrates from start to finish how to get working all the way into an Packaged game inspires no confidence in me and i dont doubt many others that is not an product worth investing in.
Well, what you’re talking about is a bit different (and I thought the page I linked was a decent start to outlining that process); a full engine integration is different than just grabbing the github project, tossing the plugin folder into your UE/Engine/Plugins folder, executing the GetBinaries.bat batch file, then rebuilding the engine.
Beyond that, using the plugin beyond there should be fairly straightforward – still kind of complex and difficult-to-fully-grasp, but we’re working on easing that part in the weeks to come. But if you have any specific things you’d like more detail on, just say the word and I can get the page updated.
I know very little about ue4 blueprint, I according to the document attached. The last is not effective
is my email zardead2ting@gmail.com
could you tell me a good solution
very thankyou