[RELEASED] for UE4: Complete Sky and Weather System

Hi,

@, Do you have the latest source from the repo?
@
AlekseiShulga,
Which binary installer version are you using?

Thanks again, we are trying to sort asap.

EDIT:
I just checked and the fix should be in: ***trueSKYUE4Plugin_4.19.2_4.1a.132_x64. ***

Try activating Real Time (top-left of the viewport) in the editor.

I’ve messed it up last time - installed “Build UE from source” version on a binary UE4…

Trying trueSKYUE4Plugin_4.19.2_4.1a.132_x64 (4 Jun) right now… and its much better!
I have relatively simple scene and with UE4 editor minimized can get to 110-120 fps, with one, it varies between 70 to 90. With a bit of tuning I could get more performance out I think but I can work with already. Thank you, guys!
Sadly the same error on packaging:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: : Error: does not support the Null rendering API.

Wasn’t sure if it’s related to :
But it throws the same error without or with code added.

I’ll try 4.2 again, last time clouds where constantly shimmering, I’ll record it if it still happens.

Glad to see the is gone! With my GPU: GTX 1060, rendering (Cumulus sequence) at 512 “maximum cubemap resolution” is taking around 1.2ms at full screen with just the clouds. Lowering the resolution to 256 and I get around 0.8ms. If you have any questions about perf and profilling please ask!

Regarding the packaging error, your version is probably missing the commit (https://github.com/simul/UnrealEngine/blob/4.19/Engine/Plugins/TrueSkyPlugin/Source/TrueSkyPlugin/Private/TrueSkyPlugin.cpp#L3977) we basically check if the RHI name is == “Null” and instead of outputing an UE_LOG(, Error…) which makes the build fail, we just output some info. You could try adding that code until the build is ready.

Thanks again.

In game I get 20fps is normal? Without it and with a regular sky dome i get 120fps

Is related to the of going from editor to PIE and loosing FPS? We pushed a fix for . If you build from source then you just need to pull, if you are using the binary installer, 4.19 should be fixed already (latest version). In any case, I scheduled a new build to make sure all versions are up to date, so I hope that between tomorrow and Friday will be fixed for all versions.

Thanks nacho. I bought and installed (plugin)on past May 31st(last week). Not sure what exactly I am dealing with. But to reference what I’m talk about I am including 2 screenshots.

Could you install the version 132 (4 Jun) for UE4.19? I think that should fix it.

IIt cannot be packaged successfully with the plug-in 4.19.2

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: : Error: does not support the Null rendering API.

[HR][/HR]
Regarding the packaging error, your version is probably missing the commit (https://github.com/simul/UnrealEngin…ugin.cpp#L3977) we basically check if the RHI name is == “Null” and instead of outputing an UE_LOG(, Error…) which makes the build fail, we just output some info. You could try adding that code until the build is ready.

https://.unrealengine.com/community/community-content-tools-and-tutorials/15332-released–alpha-for-ue4-complete-sky-and-weather-system?p=1485475#post1485475 [HR][/HR]

@nacho_simul Thanks! That gets me between 80-90fps. That could work.

However, I am still seeing MY object (a test), that is placed above the clouds, as if it is below the clouds. In other words, the clouds should be passing in front of it, but are not. Is there a setting somewhere that I have been ignorant too?

@ Thanks! That gets me between 80-90fps. That could work.

However, I am still seeing MY object (a test), that is placed above the clouds, as if it is below the clouds. In other words, the clouds should be passing in front of it, but are not. Is there a setting somewhere that I have been ignorant too?
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Nice :slight_smile: Make sure depth blending is enabled (TrueSkySequenceActor->Clouds->Depth Blending) if it is a transparent object, you should use the material modifier that we provide to fix blending: .simul.co/unrealengine/Blueprint.html (transparency section).

Also, you are using a 4K cubemap resolution so I guess that performance is expected. It will improve as 4.2 matures, but it’s quite a high setting anyway.

@nacho_simul You are the best help! Thank you so much. Just one more question for now and I am out of your hair, lol. Is there a way to light up the clouds at night?

@ You are the best help! Thank you so much. Just one more question for now and I am out of your hair, lol. Is there a way to light up the clouds at night?
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No worries, you could tweak the moon albedo and radius and also the Direct & Indirect light properties under TrueSkySequenceActor->TrueSkyrendering->Lighting

Hmm, I don’t seem to be getting the desired results. The Actor setting seem to do little if anything. The Asset settings seem to brighten the sky. As you can see in screenshot the clouds are pretty much black against the sky. I am looking to have them lighten up, whether that be by light (preferable) or slightly emitting.

I think we have a point light source , but not sure if the plugin API has that. In any case, I think you should be able to see some changes with the direct and indirect modifiers. There is also the Brightness modifier inside the trueSKYActor, maybe that helps.

@nacho_simul Thank you. I got to messing around so much that I messed up my day/night lighting. However, somewhere in there I saw the clouds get some lightness. It looks as though its a mixture of several settings. I may have to start over, log my settings, and see if I can begin to find it all over again.

I just want to put out there, even though its likely been thought of… It could be worth it to separate day and night a little more. I’ve seen some skyboxes that use separate light sources for day and night, even some that allow a third light source for overall lighting to eliminate poor transition lighting.

Edit: It was mainly Actor/Brightness vs Asset/Brightness Power. Those two were fighting with each other over night cloud lighting. Other settings were involved though. Overall you were right @nacho_simul …tweaking those settings set me on the right path, thanks again. A restart fixed the broken cycle.

2nd Edit: While messing with settings was usefuI, it still looks like its have lit clouds at night and really bright clouds during day or no lit night clouds at night and average lit day clouds. The visual factors between settings is a very thin line.

Trying 4.2 version trueSKYUE4Plugin_4.19.2_4.2.132_x64 (4 Jun)
getting on start after enabling plugin:
TrueSky_dX12_error.JPG
Win7 and UE4 4.19.2

@nacho_simul I’ve gotten the lighting balanced for the night clouds. Once I got everything setup up the way I wanted, I noticed the ground shadow was a bit dark. But that wasn’t necessarily the problem, at least not on its own. I have one or two Shadows that are just too large. and my object shadows do seem very dark. I cleared Cloud Shadow RT, but that appeared to have no affect. So I thought I would mess with my main light source, perhaps shut off cast shadows and assign it to another light source. But my main source is locked in and wont untick. Any Ideas?

We delay load the d3d12.dll, so if you launch the editor in d3d11 mode that shouldn’t happen. I don’t think we changed how that works in recent updates. Is a new? Or something you have seen before?

The cloud shadow rt should be assigned to your TrueSkySequenceActor and will be updated every frame. You can tweak the TrueSkySkylight ambient terms so shadowed spots are less shadowed.