William Faucher - Easy Atmos

EasyAtmos is your all-in-one tool for bringing your Unreal Engine environments alive with dynamic atmospherics. From drifting leaves, bug swarms, smoke, sparks, dust, dense local fog and even crumbling rock formations with the help of your own custom meshes, all of which controlled through a single, artist-friendly blueprint.

No more juggling particle systems or cluttering your content browser with duplicate variations. EasyAtmos gives you full creative control, whether you’re building game or crafting cinematic shot. Every effect can be keyframed, and animated to your liking.

Optimized for both real-time and cinematics use.

Quickly art-direct the following atmos systems:

  • Falling leaves

  • Dust motes

  • Bug swarms

  • Sparks

  • Smoke

  • Local volumetric fog

  • Custom meshes

Disclaimer/Additional Notes:

  • EasyAtmos requires Mesh Distance Fields to be enabled for many features to work. If no VFX are visible, this is why.

  • Environments/Background assets shown in the promotional screenshot are not included.

5 Likes

Hey William! Amazing work! I am still learning UE5 for archviz, but I purchase all of your plugins and they are amazing. I just purchased this one, but i get an error when trying to install it. Error code: MD-0011-0
I am wondering if anybody else has reported this? If it is something on your end? Or if i need to just try again later…Keep up the great work!
Cody C


I’m having this issue while trying to install, do you have any ideas?

Hi there! This was a bug on Fab’s side of things, and has since been fixed! Restart the epic launcher, refresh the library, and download away! It should work great :slight_smile:

Hi! This was a bug this morning that I signalled FAB about, it has been fixed as of 2 hours ago, so go restart the epic launcher, refresh your library, and download! Problem should be resolved.

Thank you for your patience!

So far so good, can’t wait to keep playing with it ! Though is it, or would it, be possible to modulate the opacity of the local fog ?
EDIT: Nevermind, found the option (Particle Alpha setting)!

can we cache the effect in Sequencer?

Hello, I love this so much! But what I want to create next is giving me some issues I hope you can help me out with.

Basically I want the rocks falling on top of a car when stationary. But it falls through the mesh rather than colliding with it. Collisions are enabled on the skeleton mesh but still no luck. I’m using this in level sequencer.

Thanks!

Purchased yesterday and loved it. Adding it to the rest of your products. Thanks again for such amazing tools. 5 Stars on FAB as well…

Yet another fantastic addition to the toolbox! Thank you, Sir!

Purchased it as soon as I heard about it. I have absolutely no project in mind to use it on, I just want to keep supporting your work. I think your videos are excellent and I really appreciate all you do. Everyone should do their best to support folks like William whenever they can. It costs you less than a meal at McDonalds and probably 1/2 the cost of a tank of gas. Support the indie creators!

Hi! You can! I showcase how to do this in the video tutorial!

image
I’m trying to use this feature but it doesn’t seem to work. Anyone has the same issue?

Can’t download it :C Just saying “Initializing”

Hi! Collisions are mesh distance field dependent, and as far as I’m aware, there are no mesh distance fields on skeletal meshes for the time being. EasyAtmos is intended as an environmental tool, not so much a simulation tool

Hi! Have you tried restarting the epic launcher? This is a known fab bug. Log out, log back in, then try again.

1 Like

Hi! Can you explain what exactly isn’t working…?

Yea, everything is working! Thank you so much for this amazing product :slight_smile:

Hi! I’ve found a potential bug with Easy Atmos, see image for reference and example settings.
The engine version this is happening in is 5.5.4

When dragging the blueprint in, changing settings, and then moving the blueprint again it’ll spawns all the preset assets instead of just the selected one. This also occurs when (re)loading the level.

It does not affect play-mode, and fixes itself when changing one of the parameters, but it can be a bit of a problem if you need to select the actor and change a variable everytime you load up the map ,or move the blueprint, to fix the effect.

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