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Inside Unreal: From Ants to Outer Space - May 28

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    #16
    I really enjoyed the stream. Amazing work!
    One question though I have since the previous stream, about the cloud layer translucent material that uses the sky atmosphere node. Where can I get more information about how to set it up in more detail?

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      #17
      So it this just a giant backdrop? Or can players actually explore this world?

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        #18
        Originally posted by AXlOM View Post
        So it this just a giant backdrop? Or can players actually explore this world?
        If you watch the Livestream its covered towards the end during questions.
        Hourences is a genius. But this is just a slick tech demo. Its not a game!
        If you want to see this in UE4 anytime soon, get behind the projects here.

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          #19
          for testing, can you please provide in future all your demo project files for download?
          Including this one?
          thanks

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            #20
            Originally posted by BernhardRieder View Post
            for testing, can you please provide in future all your demo project files for download?
            Including this one?
            There are problems with that. Hourences explains why in the Livestream.
            To sum up there are Marketplace assets used! So that's a deal breaker!
            4.26 may offer a stripped down version (but mostly just SkyAtmosphere).

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              #21
              WOW Looks very cool, I like this !

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                #22
                Could Epic please share the project for this demo?

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                  #23
                  Hourences
                  Could you explain the need for the Ceil? / Isn't 1/1 just 0? and 0*anything just 0 again? Or does the Ceil operation somehow make 1 not the same as the other 1?
                  Click image for larger version

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                    #24
                    Unfortunatly it look like this sky/atmosphere system is made for daytime only.
                    Ok you could blend a starry sky texture with the atmospheric sky but the atmosphreic system won't use it. Stars are not affecting the atmosphere and the skylight is pitch black

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                      #25
                      Originally posted by Haoris View Post
                      Unfortunatly it look like this sky/atmosphere system is made for daytime only. Ok you could blend a starry sky texture with the atmospheric sky but the atmosphreic system won't use it. Stars are not affecting the atmosphere and the skylight is pitch black
                      Add a skylight with bounces. You have to adjust it to dim at night, and bounce more light during daytime.
                      The athmosphere has basically next to nothing to do with lighting.
                      On earth starlight intensity doesn't really affect athmosphere coloring all that much. The full moon on the other hand does. If you are trying to replicate this you need a secondary light, set the the proper orientation/light value.
                      Keep in mind that the additional light can be made to Not affect the athmosphere (so that you don't get a red hue when the moon sets).
                      Always disable the moon light completely if the sun is up - you never want to have 2 directional lights interact...

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                        #26
                        Originally posted by MostHost LA View Post
                        Add a skylight with bounces
                        What's that?

                        The athmosphere has basically next to nothing to do with lighting
                        So what is scattering !?

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                          #27
                          Originally posted by Haoris View Post
                          What's that?
                          The skylight component. Look it up.

                          Originally posted by Haoris View Post
                          So what is scattering !?
                          You don't really get that - mie or otherwise - from stars when looking At earth or From earth.
                          At earth, because the sun is obviously brighter.
                          From earth, Mostly becuase finding a strip of sky clear enouh of other lights in our day and age is basically impossible. Even with a camera you barely get halos around stars. the halo would be the scattering. If you put a thin enough cloud in front you would get a different effect. But even in that case, you can't really expect any engine to simulate this on its own without you instructing it to (by creating a cloud layer and matching the star brightness on top of it or doing something similar).

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                            #28
                            Originally posted by MostHost LA View Post
                            The skylight component. Look it up.
                            There's nothing about "bounce" in the skylight component
                            The new system we're talking here only capture "SkyAtmosphre", "VolumetricCloud Component" and "Sky domes with Sky material" light
                            At night, SkyAtmosphere is black so the Skylight doesn't capture any light.
                            Volumetric clouds don't receive light, so they're black and don't add light to the Skylight
                            Sky dome with Sky material replace the background, it needs to be opaque and unlit so you can't make it invisible with daytime

                            And I don't think you realize how, when you're far away from city lights, stars can brighten ground, clouds and aerial perspective. And I'm only speaking about realistic earth night, not more fantasy or other planets sky.
                            It's still a work in progress as the video is about render dev branch with 4.26 features so maybe they will work on nights later.

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                              #29
                              the skylight component IS bounce light.
                              It works just fine currently and the skylight is featured and explained within the original video itself, along with the info that .26 will allow to recapture with no performance cost.

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                                #30
                                I heard the new volumetric clouds are on the dev-render branch of the github. Anyone knows where it is exactly? I found volumetric plugin but this is different I think

                                EDIT: ok apparently you have to download and install the whole dev-rendering version of the engine to get it, you can't just grab a plugin
                                Last edited by Medo Melo; 07-17-2020, 03:07 AM.

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