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New Sky/Atmosphere model in 4.24

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  • replied
    Hello SteveElbows ,
    On the next question please create a new thread for the cloud support separated form the this one which is about SkyAtmosphere component.
    "CloudVolume domain" should be a "Volume domain", I have fixed this now and it will be soon copied up, thanks!
    VolumetrcCloud component It works in dev-render branch yes, documentation and example data will be coming at some point.
    Last edited by SebHillaire; 06-14-2020, 04:48 AM.

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  • replied
    Originally posted by SebHillaire View Post
    Another dedicated thread would have also been good for volumetric cloud The new volumetric cloud component that will be available in 4.26 is available from our dev-rendering github.
    Thanks for your work on the clouds. Is it supposed to be useable yet? I tried a build of that branch yesterday but the tooltip for the material slot says 'It must be a CloudVolume domain material' but I dont see that sort of domain listed in the material editor.

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  • replied
    Dazzer1234567 I do not understand what you mean. That level only has bloom I think unless it has changed. In any case, lens flare are unrelated to sky so I would suggest you start another thread. Thanks a lot.
    roberteker Another dedicated thread would have also been good for volumetric cloud The new volumetric cloud component that will be available in 4.26 is available from our dev-rendering github.

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  • replied
    Not sure if this is the correct place to ask, but is there a way to test the volumetric clouds meant to be released with 4.26 yet?

    I'm curious to find out how they will look with an ocean water surface simulation plugin we're using.

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  • replied
    Hi folks, another noob here suffering from my lack of a PhD in atmospheric physics!

    Quick question: when i open up the Games blank template (https://www.screencast.com/t/MR6EGOsgb), i see lens flares.

    Yet i don't see any camera in this level.

    Where / how are these lens effects created and can i edit them?

    Thanks!

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  • replied
    Hi guys, for me is impossible to go in the space . I set the ground radius 600 but this not works. What' wrong? I'm lost something?

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  • replied
    Darn, forgot about that, I guess I figured it just be available out of the box oh well, TY o_0
    Last edited by neighborlee; 05-16-2020, 08:06 AM.

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  • replied
    Hi neighborlee,
    Sub&Sky is meant to stay and should be in 4.25. Have you enabled the plugin as explained there?

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  • replied
    Was sun & sky removed from 4.25, its not anywhere via search in the new Place actors, hence my scene is all blue without said actor, is the assumption to switch to Sky atmosphere instead ? Sure I can start to fix that, but my scene looked darn near perfect in 4.24 with Sun&Sky ,,?


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  • replied
    Blakeanator by default, when on the ground, the FastSkyLUT and AerialPerspectiveLUTs are used. When in space we switch to per pixel tracing (LUT not adapted to space view). 2 things to see here
    • The high frequency pattern should not be visible and should go away with TAA. When you move the camera super fast, there is a camera cut happening (restarting TAA) so it is visible when moving fast in space. There is a cvar in 4.26 to change the camera cut threshold (r.CameraCutTranslationThreshold).
    • Large circle become visible due to the way we adapt the sample count. It is more visible when the density of medium in the atmosphere is higher and very concentrated close ot the ground. Typical ray marching issue. The only way to fix that today is to pay the cost and increase the number of samples using r.SkyAtmosphere.SampleCountMax or r.SkyAtmosphere.DistanceToSampleCountMax. Or to hack/tweak the atmosphere when in space to make it have less particles near the ground (more uniformly distributed, increase the height distribution)
    This is quickly discussed in https://docs.unrealengine.com/en-US/...nalinformation. We plan to add a discussion about space in the documentation soon.
    Last edited by SebHillaire; 05-13-2020, 02:38 AM.

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  • replied
    I get a lot of noise from aerial perspective. Maybe it has something to do with the depth buffer? Only thing that I have found to help is increasing the sample rate, but I have to crank it pretty high (up to like 512). Maybe that is ok?

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    The atmosphere looks fantastic from the ground

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  • replied
    The_Distiller Alakuloinen 4.26 will come with a color per light to multiply the sun disk luminance with. So setting it to black will make the disk disappear.

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  • replied
    Originally posted by Alakuloinen View Post
    ...but maybe there is (or will be) something like Disable sun disk flag in AtmosphericFog?
    I've asked for it a couple months ago. An overwrite for the sun disk scale under the "Art Direction" tab would definitely be a nice addition.

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  • replied
    Thank you, SebHillaire, I've got better evenings with only exponential height fog.

    Okay, instructions don't do anything (though some 1-2% FPS drop I've experienced) but I can't keep calm if a simple operation of retrieving a sky color in a pixel or rendering a simple sun disk adds dozens of instructions to the shader. If a pixel is occupied by several translucent shaders, calcuations are duplicated, am I right? Okay, similar AtmosphericFog material expression is even more heavy, so I feel I'm missing something. Many years ago I tried to make my own dynamic sky system, it was in pure GLSL, it also used LUTs, but it wrote the result into vertex colors, so I needed a good topology of the skydome, taking into account sun trajectory, but it was extremely cheap on hardware supporting OpenGL 2.1 and nothing newer (+ free fake lens rays out of interpolation artefacts). It would be good if Sky Atmosphere allowed something like that (tried VertexInterpolator, did not compile).

    Anyway, I have another question. Is it possible to render the sky without super-bright sun disks/glows? I mean default rendering without sky materials. I tried using Scene Capture Cube with Atmosphere flag, and it's almost okay, but sun/moon disks are imprinted into the cubemap as freaky distorted clumps of HDR pixels, making the map good for distant reflections but ruined as ambient. Rendering as sky mesh is hardly possible as it captures many unwanted objects. The workaround is (temporary) setting the light source angle 0, but maybe there is (or will be) something like Disable sun disk flag in AtmosphericFog?

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  • replied
    Ok thanks a lot. I guess it depends on people, I am fine with moving my hand this way
    I'll raise the point with our UX team.

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