Announcement

Collapse
No announcement yet.

Cloudscape Seasons - v1.2d

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

    While we advance in the wrapping up on the changes for the release 1.5, follow the current performance measurements we got with a GTX 1080 (no TI) running with Scalability settings at Epic, except Foliage and Shadow which were set at Medium, and main directional light as Sunlight as dynamic (movable):

    4k - 42 FPS
    1440p - 69 FPS
    1080p - 105 FPS

    We will add in the next video (part 3/4) these measurements and showing off the stylized environments, snow, extra rain things, some extra cloud shapes! Don't miss the video!
    Nilson Lima
    Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
    Join us at Discord: https://discord.gg/uFFSEXY

    UE4 Marketplace: Cloudscape Seasons
    supporting: Community FREE Ocean plugin

    Comment


      We tried another optimization using Blue Noise, after trying it the correct way it didn't give the most performance expected (another big texture lookup took out the advantage), but after using it as a mask at the overall coverage texture + the settings from the tests above we got:

      4k - 46 FPS
      1440p - 86 FPS
      1080p - 128 FPS

      the Blue Noise texture used was a 2k texture, so maybe do another test with a 4k texture and see how it changes the performance. It might worth later implement an automatic performance adjustment based on the current usage and resolution x camera's position and movement speed while 4k got only 9% improvement, the other resolutions got 20%+ improvement and since the idea is to not render all pixels for the clouds, seems interesting, up to the point it start changing the aspect of the clouds.
      Nilson Lima
      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
      Join us at Discord: https://discord.gg/uFFSEXY

      UE4 Marketplace: Cloudscape Seasons
      supporting: Community FREE Ocean plugin

      Comment


        The new set of features are still in tweaking phase and I am sure all will be pleased. The Tornado effect and the demo level we made for it is breathtaking!
        We will have a new PDF as documentation inside the package and 10 videos focusing in the following:

        01 - Quick setup and general features
        02 - Using the material sets and performance sets
        03 - New Cloud types & Modeling clouds and choosing where they will appear (also using Photoshop/Krita)
        04 - Custom cloud shapes (featuring a heart shape cloud)
        05 - Cartoon and stylized clouds
        06 - Tornado effect, wind and debris (Tornado is fully volumetric)
        07 - Rain with Lightning & Thunder and Snow (6 types of rain intensities and 6 types of snow intensities, all done with particle systems)
        08 - Auxiliary materials for wet ground, water droplets and streaks at glass, water ripples, snow accumulation, polar lights, rainbow (for both rain and snow specific cases) etc
        09 - Package auxiliary blueprints: mask for rain and snow blockers, evolution orchestrator and mesh volume texture renderer.
        10 - Showcasing all maps and the free features built-in

        I will also add an extra video some time after the update launch with a step-by-step tutorial on how the Tornado effect was made.

        Currently we are finishing the tweaking and starting the tests of all features in DX11, DX12, Vulkan and OpenGL. This update will go all the way from UE4.17 to UE4.22 this time, but there is a chance in the future we will make a choice of updating on the most recent releases only in case of new improvements using specific new features like Volume Textures, Blueprint Utility, etc.

        Id like also to thank for the support for the last few months which has been great in terms of sales! Cheers!
        Nilson Lima
        Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
        Join us at Discord: https://discord.gg/uFFSEXY

        UE4 Marketplace: Cloudscape Seasons
        supporting: Community FREE Ocean plugin

        Comment


          Check out the new working in progress videos for the release 1.5 in the final stages of development and tests.

          video part 1/4:

          video part 2/4:

          video part 3/4:

          video part 4/4:
          Last edited by NilsonLima; 07-31-2019, 02:01 PM.
          Nilson Lima
          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
          Join us at Discord: https://discord.gg/uFFSEXY

          UE4 Marketplace: Cloudscape Seasons
          supporting: Community FREE Ocean plugin

          Comment


            Update 1.5 expected to release at first half of August 2019.

            After the release we will focus on other projects to get back to this one and continue on the update 2.0 mentioned at the end of the last video. The update 2.0 will require UE4.21 for the new planned features and they can't be made in earlier releases.
            Nilson Lima
            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
            Join us at Discord: https://discord.gg/uFFSEXY

            UE4 Marketplace: Cloudscape Seasons
            supporting: Community FREE Ocean plugin

            Comment


              Very problematic bug in UE4.23 which happens when Raytracing is Enabled. Currently it affects several of our projects and probably several projects in the UE4 Marketplace. Cloudscape Seasons is one of the projects affected, since the material fails to compile there won't be any clouds. The tracker issue is this one: https://issues.unrealengine.com/issue/UE-77601

              The devs marked this issue with UE4.23 (and 4.24) as having a fix for the release of UE4.23, which is expected since is a regression bug because a new feature (Raytracing) being introduced. The fix is not present in the preview 3, so we still need to wait.

              Just in case it is not fixed, we have a workaround we can do which is bring the Noise Node code inside the materials, which will require tests to see if will affect performance or not, and this would be a required step since the Marketplace user interface will require that any asset update be marked for 4.23 aswel, so we can't submit with a bug.
              Nilson Lima
              Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
              Join us at Discord: https://discord.gg/uFFSEXY

              UE4 Marketplace: Cloudscape Seasons
              supporting: Community FREE Ocean plugin

              Comment


                Another video added showing the release 1.5
                Nilson Lima
                Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                Join us at Discord: https://discord.gg/uFFSEXY

                UE4 Marketplace: Cloudscape Seasons
                supporting: Community FREE Ocean plugin

                Comment


                  While doing some tests with release 1.5 on the supported UE4 releases:

                  - 4.17: new features OK, optimizations OK
                  - 4.18: new features OK, optimizations OK
                  - 4.19: new features OK, optimizations 3/4 OK
                  - 4.20: new features 9/10 OK, optimizations 3/4 OK
                  - 4.21: new features 8/10 OK, optimizations 2/4 OK
                  - 4.22: new features 7/10 OK, optimizations 2/4 OK
                  - 4.23: new features 7/10 OK, optimizations 1/4 OK - an issue is said to be fixed for next preview and final release: https://issues.unrealengine.com/issue/UE-77601

                  so, we are diligently working on fixes and workarounds for the found issues at 4.19, 4.20, 4.21, 4.22 and 4.23. First, we will try to make the fixes and workarounds specific for each release and propagate to the later releases, second, we will see if these fixes and workarounds works fine if present in earlier releases, ensuring every release user has exactly the same code running, which reduces the work in case of upgrading project with newer releases.
                  Nilson Lima
                  Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                  Join us at Discord: https://discord.gg/uFFSEXY

                  UE4 Marketplace: Cloudscape Seasons
                  supporting: Community FREE Ocean plugin

                  Comment


                    With the new preview 5 for the UE4.23 the issue https://issues.unrealengine.com/issue/UE-77601 is confirmed by me to be fixed, so not affecting Cloudscape Seasons anymore.
                    Nilson Lima
                    Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                    Join us at Discord: https://discord.gg/uFFSEXY

                    UE4 Marketplace: Cloudscape Seasons
                    supporting: Community FREE Ocean plugin

                    Comment


                      Just made a video about the asset (release 1.2d) behavior with Realtime Raytracing that you can watch here:



                      And the final touches and tests for the release 1.5 progress:

                      - 4.17: new features OK, optimizations OK
                      - 4.18: new features OK, optimizations OK
                      - 4.19: new features OK, optimizations 3/4 OK
                      - 4.20: new features 10/10 OK, optimizations 3/4 OK
                      - 4.21: new features 9/10 OK, optimizations 3/4 OK
                      - 4.22: new features 8/10 OK, optimizations 2/4 OK
                      - 4.23: new features 8/10 OK, optimizations 1/4 OK

                      The asset is at 30% discount at UE4 Marketplace and will last for few days. Don't miss the opportunity.
                      Nilson Lima
                      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                      Join us at Discord: https://discord.gg/uFFSEXY

                      UE4 Marketplace: Cloudscape Seasons
                      supporting: Community FREE Ocean plugin

                      Comment


                        Originally posted by NilsonLima View Post
                        Just made a video about the asset (release 1.2d) behavior with Realtime Raytracing that you can watch here:



                        And the final touches and tests for the release 1.5 progress:

                        - 4.17: new features OK, optimizations OK
                        - 4.18: new features OK, optimizations OK
                        - 4.19: new features OK, optimizations 3/4 OK
                        - 4.20: new features 10/10 OK, optimizations 3/4 OK
                        - 4.21: new features 9/10 OK, optimizations 3/4 OK
                        - 4.22: new features 8/10 OK, optimizations 2/4 OK
                        - 4.23: new features 8/10 OK, optimizations 1/4 OK

                        The asset is at 30% discount at UE4 Marketplace and will last for few days. Don't miss the opportunity.
                        HI.Nilson
                        Because TrueSky is so bad in DX12 mode, we have to look for new dynamic sky. What I want to ask is that your dynamic sky doesn't seem very clear and sharp? Our current requirements for the sky are as realistic as possible, even at the expense of some performance, so I'm not sure if your sky can achieve high clarity and high quality rendering.

                        What's more, I'd like to consult about its stability? In the case of RayTraing in 4.22 or 4.23?

                        Comment


                          Hi Leo Rakes
                          I am aware of your struggling with TrueSky, since I watch that thread looking to learn from their mistakes (lol). You are right about the clouds not being sharp at the edges, this is because the texture space we are dealing is too broad, so we lose details and instead we get some performance, but we have ways to customize the clouds in an artistic way that TrueSky probably never would be able to, even the ability to handle cartoon and stylized cloud formations (if the person has the ability with complex material making).

                          The Clouds render in 4.22 and 4.23 in realtime raytracing, but you won't be able to see them in reflections, because the material is of translucent type, and that is still a feature missing in the engine for realtime raytracing. If you mount a box with a glass material and place in front of a mirror surface you won't see the reflection. You can use planar reflections, but that will only work for planes and not complex surface reflective objects (ie statues).

                          We are working in a new asset, called Sky Seasons, which is built with characteristics of TrueSky, and we got excellent visuals, but it was made for an earlier engine release and it requires a lot of changes to work with the new rendering module at 4.22 and 4.23, and also some more work with realtime raytracing. For you to check the progress, this is the thread: https://forums.unrealengine.com/unreal-engine/marketplace/1566095-sky-seasons-wip. We hope to later bring the ability to the users change artistically the shapes and colors, but since we are targeting realism first, that will be made later, and since it was something we already explored with Cloudscape Seasons, we think it is completely doable. We have this asset with great priority because it is needed for a film and a game we got plans, but currently we are holding more development because we need to see the rendering module at the engine stable and with the missing features for translucency working, so we would be sure any issue is ours instead of the engine's and we could deal with a stable software interface to work with.
                          Last edited by NilsonLima; 08-23-2019, 10:19 AM.
                          Nilson Lima
                          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                          Join us at Discord: https://discord.gg/uFFSEXY

                          UE4 Marketplace: Cloudscape Seasons
                          supporting: Community FREE Ocean plugin

                          Comment


                            Originally posted by NilsonLima View Post
                            Hi Leo Rakes
                            I am aware of your struggling with TrueSky, since I watch that thread looking to learn from their mistakes (lol). You are right about the clouds not being sharp at the edges, this is because the texture space we are dealing is too broad, so we lose details and instead we get some performance, but we have ways to customize the clouds in an artistic way that TrueSky probably never would be able to, even the ability to handle cartoon and stylized cloud formations (if the person has the ability with complex material making).

                            The Clouds render in 4.22 and 4.23 in realtime raytracing, but you won't be able to see them in reflections, because the material is of translucent type, and that is still a feature missing in the engine for realtime raytracing. If you mount a box with a glass material and place in front of a mirror surface you won't see the reflection. You can use planar reflections, but that will only work for planes and not complex surface reflective objects (ie statues).

                            We are working in a new asset, called Sky Seasons, which is built with characteristics of TrueSky, and we got excellent visuals, but it was made for an earlier engine release and it requires a lot of changes to work with the new rendering module at 4.22 and 4.23, and also some more work with realtime raytracing. For you to check the progress, this is the thread: https://forums.unrealengine.com/unreal-engine/marketplace/1566095-sky-seasons-wip. We hope to later bring the ability to the users change artistically the shapes and colors, but since we are targeting realism first, that will be made later, and since it was something we already explored with Cloudscape Seasons, we think it is completely doable. We have this asset with great priority because it is needed for a film and a game we got plans, but currently we are holding more development because we need to see the rendering module at the engine stable and with the missing features for translucency working, so we would be sure any issue is ours instead of the engine's and we could deal with a stable software interface to work with.
                            Yes, we do need very high quality clouds, sharp edges, correct light relations, and sometimes even movie-level ones. TrueSky only meets some of the requirements.

                            I've seen your new volume cloud, and it really works very well. It looks very similar to TrueSky. I'm looking forward to seeing you make a real film-quality volume cloud system, and preferably it's dynamic, so that we can have a stable and reliable high-quality volume cloud system!!

                            But I have a few questions about it:

                            1. Regarding the release date, I see that you seem to have stopped developing for some time in the middle? Then it was planned to be released from March to April 2019, but it seems that it has not been released yet. When will it be released?

                            2. Regarding the form of this plug-in, is it a C++ or blueprint project? If C++ projects are really slow and cumbersome in engine iteration, especially TrueSky, they have problems that have remained unresolved for years, and many of them are not particularly complex.

                            3. Regarding the form of the tool, is it a complete sky/climate system or just a sky system?

                            Comment


                              Leo Rakes About your questions, which by the way you can ask at that mentioned thread, I want to answer:

                              1. Yes, the development stopped along with other products (we got a nice Ocean cooking for a while) because of the revamp in the engine's rendering module, which will make us to rethink a lot of the systems and also because of realtime raytracing which we want to have it compatible. The main issue is that the rendering module at the engine is a working in progress, so receiving a lot of changes and that will greatly disrupt our efforts, because when you fix something, a change there might break it, and we don't have human resources with the expertise and time to devote a bug hunting of this magnitude and we don't want to launch something which might break in the next engine release, producing a shower of support requests which will bring unsatisfied customers while we were not responsible for the issues, but in fact the engine changes. This is the only reason we stopped the development for now, until the engine source code and interfaces stabilize and issues with translucency with realtime raytracing are fixed/implemented. Short answer about its release date is: we don't know, since depends on the engine state, it can be 6 months or one year.

                              2. It is a C++ plugin (Cloudscape Seasons is a blueprint only solution). Since it will be released in the UE4 Marketplace, the full source code will be available for the people who purchased it, which differs from the True Sky approach, where just a bunch of studios which paid a fortune for the source code that can deal in fixing anything they take longer to fix, and for those paying for the binaries would suffer if their company at some point just go out of business (just an hypothesis, there is no info about this elsewhere).

                              3. For now, we just implemented the simulation covering clean sky to fully cloudy and wind system. There are plans for rain,snow, storm and tornado formations, all not using particle systems, but all volumetric effects. Cloudscape Seasons has being an awesome laboratory of experiments for us and it is reaching the limit of what we can experiment already.

                              Nilson Lima
                              Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                              Join us at Discord: https://discord.gg/uFFSEXY

                              UE4 Marketplace: Cloudscape Seasons
                              supporting: Community FREE Ocean plugin

                              Comment


                                Just a heads up for the asset users. I have found a missing feature while revising the code, which is the ability to drive by curve the parameter Light Shift. This value helps changing the light angle a little and also correcting it against the camera position, so this value depends on two factors: Sun position and Camera position. You can see how bad it is when you set a value for Light Shift and it is great from the ground, but feels wrong when you go above the clouds. This setting along with the curve and correct behavior will be fixed in all raymarched materials and also be made available with the 1.5 update, which we are working on giving the best results, best demo maps for each feature and performance along with them.
                                Nilson Lima
                                Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                                Join us at Discord: https://discord.gg/uFFSEXY

                                UE4 Marketplace: Cloudscape Seasons
                                supporting: Community FREE Ocean plugin

                                Comment

                                Working...
                                X