Announcement

Collapse
No announcement yet.

New Sky/Atmosphere model in 4.24

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #91
    Rawalanche if you meant left CTRL key, then yes that is not the intended use case. You do not have any right CTRL key on your keyboard?

    Comment


      #92
      Originally posted by SebHillaire View Post
      Rawalanche if you meant left CTRL key, then yes that is not the intended use case. You do not have any right CTRL key on your keyboard?
      I do, but that's not how the muscle memory works. This is the first time I tried to use right Ctrl key in probably over a decade. I am willing to bet that the vast majority of people work with software by having one hand on the keyboard and other on the mouse. Of course that changes often, when you switch to typing text for example, but generally not otherwise. Your hand resides in leftmost area of the keyboard, assuming one is right handed. Here it makes all the less sense given that you actually need to interact with the mouse at the very same time.

      So it becomes matter of using left Ctrl for every single software as well as every single other hotkey operation in UE4, and using right Ctrl just for this one specific hotkey in this one software

      In any other case, if there's a Ctrl key combo with the key being far from right Ctrl, I'd usually just take my other hand off the mouse to press it, Ctrl+P being an example. Not a big deal. I guess what's so incredibly jarring here is that you can't really do it here as the other hand needs to remain on the mouse to orient the light direction.
      Last edited by Rawalanche; 05-08-2020, 06:13 AM.
      https://www.artstation.com/artist/rawalanche

      Comment


        #93
        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.

        Comment


          #94
          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?

          Comment


            #95
            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.
            ArtStation - Portfolio

            Comment


              #96
              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.

              Comment


                #97
                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?

                Click image for larger version

Name:	Capture.jpg
Views:	284
Size:	214.5 KB
ID:	1759629

                The atmosphere looks fantastic from the ground

                Comment


                  #98
                  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.

                  Comment


                    #99
                    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 ,,?


                    Solo but Seismic - feel free to apply
                    https://neighborlee1.wixsite.com/theheartseed

                    Comment


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

                      Comment


                        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.
                        Solo but Seismic - feel free to apply
                        https://neighborlee1.wixsite.com/theheartseed

                        Comment


                          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?

                          Comment


                            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!

                            Comment


                              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.

                              Comment


                                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.

                                Comment

                                Working...
                                X