An update on the transparency, Epic changed part of the rendering backend which interferes with and possibly some other plugins. Since we can change back in the source version it won’t show up there, and Epic is reverting it for 4.21 so it should be back to normal when 4.21 releases. may also be the reason for the reflection capture issues that @The_Distiller pointed out, since it appears to also show up without the plugin installed.
Hello , Help please ,… how I can use in UE4 sequencer with camera actor , I managed to animate the clouds in sequencer ( simple BluePrint code ) , but when I create level_sequencer and camera actor , there is no sky ( Black ) is there simple Blue Print ,
I ma just trying to create opining sequence for the game .
If I’m understanding correctly, then - transparency won’t be fixed when using the plugin version of until Epic release 4.21?
Hello to all. I’m trying to get Ocean Blueprint http://.unrealengine.com/community/work-in-progress/17331-community-project-wip-weather-ocean-water-shader to share with 4.20. I enter the ocean in an empty scene and you see, when I insert the sky is not seen (black) but it is mirrored on the ocean, when I make the ocean invisible you can see . I tried to insert the Transparency Modifier node on the M_Ocean_Ultra material but the sky remains black.
Does someone work?
Thanks
Hi all, I’ve had a few issues pop up during our testing.
1: When trying to render the clouds out, we seem to only get pretty pixellated clouds, and during sunset shots it’s really bad. I have increased the “Maximum Cloud Resolution” to 4096, and we still get blocky clouds. I have attached some screen grabs of our settings. Please could you recommend settings to get the best realistic cloud renders. We will be prerendering everything for our shot so performance isn’t such a big.
2: When we don’t have geometry in the scene you can’t see the sky (appears black) (or render it). Is a bug? or do you need to have some form of geometry within the camera view to see the sky? Ideally we would like to be able to just render out a sky pass to comp it in later in the pipeline.
3: We cant seem to get the shadow cast from clouds to appear on the ground geometry. I have added the M_light function to the directional light but still dont see an affect on ground.
Unfortunately yes.
Which version are you using? Also, in 4.2, we have our own ocean solution, which may fit your needs as well if is an of plugin incompatibility.
Hi Michael, I’m using a demo version of 4.20.1_4.2.240_x64. I saw that in the “modes” section there is " Water" but I do not know how to use it and on the Simul site I do not see documentation about it. Can you explain me how it works or give me a link. Thank you.
P.S.I’m using with HTC Vive Pro but I see the sky only with the left lens and the right one the sky is black. The “Share Buffers for VR” option is on. Is there full compatibility?
To use water in the scene you need to create ‘True Sky Water Actors’. These can be used either as small areas of water, or as a boundless oceans. They should be fairly straightforward to use as they act mainly like old style brushes, and have a sliding beaufort scale for the size of the waves.
As for VR there should be full support, however I’ll look into and see if there’s any issues with viewport management that may be interfering.
@michael_simul I can’t find the option to set Day and night cycle ,How do I automatically loop through the time I set during playback? And my cloud has no shadow cast on the ground,I can’t add lightning? Setting the storm option didn’t see lightning appearing. The setting about the shadow seems to be invalid. I hope you can create discord channels for discussion and learning. BBS is not very efficient
The easiest way to loop through a day is to use the ‘Set Time’ blueprint function to drive the sequence, giving it a value that loops back to 0 when it reaches 1 (0 - 1 being one full day/night cycle). For the shadows, make sure that you’ve set a render target for ‘Cloud Shadow RT’ in the sequence actor, and make sure that the directional light the sequence actor is using has the M_DefaultLightFunction as it’s light function.
We have a Slack if you need more direct help, email and we can send an invite.
I’m sorry, I’ve never used BSP. I entered Water actor from the modes in the scene but it is empty. Where is the material for water? I also added a BSPe and turned it into the Water Actor but it is always empty. Where am I doing wrong?
Make sure that both ‘Render Water’ in the Sequence Actor and ‘Render’ on the actual water actor are both ticked. The brush component on the water actor is used only as a way of manipulating the size and position of the water, and doesn’t serve any other purpose, since all other rendering is done plugin side.
Hello, I’d love to try out your TrueSkyWater, but every time I open , I use TrueSkyWater, and all their options are gray. I’m using version 4.2. seems to have been unavailable. Do you need to buy a formal version to use Water? I am currently in the 30 day probation period.
Make sure that you have the most up to date version of the plugin, as well as the latest engine source if you’re building from the git. Also, what UE4 version are you using, since some of the older versions have the options available but don’t actually support water fully since we haven’t had any requests to keep them updated.
I can see the water in the editor but it is still not visible on the right lens of HTC Vive Pro. Instead I managed to see the sky with clouds on both lenses of HTC Vive disabling Overlay RT.
Is it possible to find a similar solution with water?
P.S. I do not see the foam, min strenght and tried.
Hello, I can use TrueSkyWater after downloading the latest 4.252, but there seems to be a lot of problems.
The edge between water and pavement is very stiff. It seems that there is no option to adjust the edge attenuation. Or can it only make masks to achieve contact edge attenuation? And I can’t find the option of splashing. It seems that the current version can not generate water spray.
At the same time, I found that there seemed to be some problems with reflection. The reflection of the sun was very exaggerated, and the reflection of clouds was not ideal.
I don’t know if these are my own or beta issues, and I’m looking forward to your official release.
And when I was using it, I found many problems with .
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After using the blueprint to control 's time, the directional light source can’t follow the real-time change of the value in the editor. The result can be seen only after adjusting the value.
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Transparency issues, 's fog and most translucent objects can not be very good integration, using material node without any improvement.
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is incompatible with Unreal Engine’s exponential height fog. Typical cases show that the sky is completely unaffected by the height fog at night, and the whole sky can’t fit into the environment when the volume light volume fog effect is needed, but we still need Unreal Engine’s fog system for many . is temporarily unable to provide us with such as volume fog.
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perhaps more or more convenient customization options should be added? For example, we want to quickly adjust the color of each part of the cloud illumination, extending the time of sunrise effect and other , is currently more difficult to achieve.
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does cloud volume and light effect seem not ideal? The longitude of volume light is not high, and many display problems occur when the volume light intensity increases to about 0.5.
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for the use of climate, lightning and snow seem to be very difficult to control. Maybe it’s my own problem.
Foam has some issues in the latest build, they should be sorted in the next.
As for VR, I can set up water to render in both viewports, however I wouldn’t suggest using it just yet for that since it still needs optimisations.
The water is still currently quite deep in development, wave wakes and closer interaction are the next planned however. Reflections are by default just the Skylight texture., however you can set a custom cubemap as the ‘Rain Cubemap’ in the Sequence Actor, and the water will use that instead.
As for damping , there’s currently a very basic effect that boundless oceans can use. If you add a SceneCapture2D camera to the scene, set it to output ‘SceneDepth in R’, set it in the water actor as the ‘Shore Depth Scene Camera’, and adjust the values to cover the area you want dampened, it should provide some of the desired effect you’re after.
Hi I have another couple issues that occur.
The Sky now only appears when I have my landscape selected. Otherwise it disappears and goes black. I’m using a Cine camera Actor with animated movement that moves the camera horizontally.
Shouldn’t the sky appear whether or not you have any mesh or ladscape in the scene like the BP_Sky_Sphere? Does rely on having assets in the scene other than the light source?
In addition, the reflection of the clouds in our water shader appears to only update a few frames at a time when I render out a movie or a sequence of images from the sequencer. I’m using the Water Planes shader from the Marketplace as the basis of the water shader.
Ver. 4.2
UE4 ver. 4.20.3
OK, after a bit more testing I can see that the sky appears sporadically as i scrub through the sequencer’s timeline for the animated CineCamera (being visable at the same point in the timeline). But for the most part the sky is still not visible for most of the sequence.
Jeah me too. I need Unreal Engine 4.20 and so i need to package it. I wrote 3 emails to the true sky devs, all different topics. No Reply. Now there is not even a download button for the plugin.
So, ehm, when can we expect the release ? Since i see that post was from 08-25-2018 that gives me a very very bad feeling so it would be very nice to hear some response. I honestly feel bad to only have indie license without source - i would compile it myself otherwise. I only have a few weeks left for my project.