[TUTORIAL] Quick Time-of-Day Setup

No Clue on how to update wiki but:

https://.com/watch?v=eFa0GaSHLlY

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Updated BP_Sky_Sphere with changes for Day / Night, Also added adjustable Day night transitions based on seconds, configurable start time for sun based on initial sun rotation is set to 0 0 0. I also updated organization of BP_Sky_Sphere to have better readable flow.

Man, that’s a sweet setup. I like fact that you put all logic on skydome instead of level blueprint, so you can mirror it between levels. Also, I love your time setup :slight_smile: Thanks for sharing!

Hope it helps and most of sectioning is my OCD kicking in. It should make it easier to read.

I have some experience with MediaWiki, would you mind terribly if I handled that?

**** dude, that’s amazing! I have a few questions though.

  1. I noticed there’s a Sky Light Variable in default category, what exactly goes there?
  2. I also noticed that your terrain/scene gets a lot darker at night than mine does, how would I make mine darker?

Thanks a bunch!

Feel free to update page I made, guys! I’m definitely no expert in subject. I just wanted a way to test out dynamic GI, and realized there were no tutorials on a dynamic sun. So after I figured it out I posted it here. But anybody who knows more about stuff (such as Shoiko ;)) can add to wiki page if they want!

  1. I use a sky light for ambient lighting. script brings that in to change sky light to almost 0 at night because it some how made my texture red… now that i think about it my terrain material may be messing up my day and night lighting as im using an over lay… might be it but blah…

  2. As before it might be my setting because my character gets dark but still visible.

Hey guys,

is incredible. Nice work!

, , Shoiko, Axtel: would you consider working together to update wiki into a full tutorial, including details for default settings and variables that need to be created (and what each are for), in a step-by-step fashion? I know it would be some work, but many people would benefit from information, and you guys have done a fantastic job with .

I would also suggest some information on optional additions, such as including a second directional light to act as a moon.

And please continue to post here to let people know of things you learn in process!

Again, fantastic work.

Hi ,

Thanks for kind words, they are very encouraging! I will definitely update page over time to include more detail. I’m still learning stuff myself though, so it might take a while :slight_smile: I originally intended it as a quick setup to admire dynamic GI, but I guess I really should turn it into more of a full tutorial/reference.

And thanks for being so interactive with community. support we are getting from you guys is awesome :slight_smile:

-Greg

sky light is convenient, but in UE4 you should prefer to use an ambient cubemap, which will also give you specular reflections.

It’s a PostProcessVolume property, which is painful to use in BluePrint right now due to having to set all post process settings at once. I worked around that by adding a second PostProcessVolume that just overrides ambient cubemap + intensity, and then setting blend weight of that volume based on time of day.

I will have to make a fully dynamic environment BP with random weather. I will post my process here. But I am in learning phase right now. I’m just trying to get an understanding of environment and foliage and architectural design, but I’m learning in phases next week I’ll be on Character, AI, and weapon development so it will all come together slowly.

I have seen parameter but even comming from Torque Game Engine I have yet to get into aspect.

If you look here: .unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/AmbientCubemap/index.html It says

So I’m not too sure which is right.

In other news, I’ve made my skydome blueprint completely self-contained, with directional light built in. I’m thinking that we should make a fully-featured sky blueprint that people could just drag-and-drop into their levels and treat it like a built-in time of day (like cryengine’s).

That’s a good point for static lighting, but afaik sky lights are only shadowed when baked into a light map; if you’re changing sky brightness dynamically, ambient cube map should still be highest quality option.

Sure, why not?

Ah thanks, didn’t know skylights were static-only.

Okay, I have been working on more advanced time-of-day setups (no, I didn’t quit :)), but it’s a bit hard to put into a tutorial, it can be quite a complicated setup. I feel that maybe I should make a map template that people could use, and just treat it like a built-in TOD . I’d put all documentation for it on wiki. flip side is that it can be mistake-prone to use something you didn’t make. What does everybody think?