It also works for me in 5.2, thank you!
The plugin looks amazing. Iām also interested by Octane render for UE, so Iām going to ask it : does it work with Octane ? Is there a way to hack things together, or is it completely unsupported ?
Iām not familiar with Octane yet but from what I understand you have to deal with lighting and materials in a different way, so a complete weather system is probably not going to work āplug and playā.
Hi! I really donāt know anything about Octane Render. Have never tried it, sorry. Probably needs additional modifications to the assets of the plugin.
Hi Dmitry,
Iād like to start off by saying this is an excellent plugin and I am currently stress testing it to ensure it will work in our new game.
My question is about the light transition settings. It seems that during the transition, the sun fades out on surfaces but does not fade out in the atmosphere at the same rate. While this is mostly fine with a very low sun value (10 lux), if the sun is set to a realistic value (100,000 lux), the sky remains extremely bright causing havoc with auto-exposure.
Is it possible to have the sun fade out on the atmosphere at the same rate as it does on surfaces? This would provide a nice, smooth drop in exposure as the sun sets. We canāt find where this is happening in the source code.
Thanks in advance!
Hi! Iāll look it through. Having both always illuminating the atmosphere is kinda by design, but yeah it might not look as good with high intensity values. If thereās something to be fixed, Iāll add it to my todo list.
Hi Dmitry,
I understand how and why this was setup the way it was. However, I do see an alternate approach that could cover the shadow switch without the need to separate surface and atmospheric light.
Transition Start Sun Angle
The main idea is that the sun should start dimming slowly, from the highest point in the sky on both surfaces and the atmosphere at the same time. This would tie together TSSA with Sun Elevation so the sun would reach 100,000 lux at 1pm and begin to dim slowly over time. This could also where the moon has slowly dimmed to 0 lux.
Transition Sun End Angle
This is where the Sun would reach 0 lux, well below the horizon based off the SUN DUSK OFFSET TIME (or whatever the natural angle of the sun would be about an hour to an hour and a half below the horizon. By this point the moon has reached itās max 0.1 lux.
Transition Sun Middle Angle (Shadow Switch Only)
This is where the shadow switch would take place BELOW the horizon.
At this point, the sun would be far enough below the horizon that it would no longer be affecting surfaces above the horizon, so the shadows could safely be switched off on the sun. However, it would still be brighter than the moon on the environment, so auto-exposure would not yet be low enough to expose for the moon (which would still be fading on), hiding the shadow switch.
The much more intense value of the sun and the slower transition of intensity would allow for auto exposure to drop from 15EV to -5EV much more smoothly.
-Alex
That is actually a really great idea! Iām currently working on a hotfix update, but what youāre proposing might end in a first patch. Thanks!
@Dmitry_Karpukhin Hi! Recently purchased Sky Creator for company and as we do mostly car renders I was wondering if it is possible to change direction of rain streaks? They always going on Z down, but when car drives obviously it is not looking properly. Is is possible to somehow quickly edit rain streaks MF to be able to change angle direction?
Thanks!
- Post Processed
Hello! I see, that is not what is supported out of the box, seems like some kind of modification is needed, but thereās a possibility that youāll need to change not the material function, but the niagara simulation instead. I imagine, youāll need 2 separate simulations for the car front and the sides, also the velocity of the object should be considered. Currently in Sky Creator the rain streaks simulation is made for static objects primarily. Iām not really aware yet how itās made in car sim games, but thatās probably what youāre looking for.
Hey, thanks for your response! Regarding rain drops it looks fine in renders, motion blur makes it right direction. I was talking more of materials function.
I have automotive material pack for carpaint and coatings. I added SkyCreator MF FX to all materials. Works good. Looks gorgeous. But. it only goes down on car body. (pic 1)
Is there an option to rotate the direction and make it move like on Pic2?
Cheers!
-Post Processed
You may not need the whole Material FX function in this case - you can take āRT_SC_RainStreaksā render target in "SkyCreatorPlugin\Content\Textures\MaterialFX" and use it however you like - make a custom triplanar, rotate it and so on.