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Cloudscape Seasons - v1.2d

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  • replied
    Cool, does it render transparent objects properly when flying through clouds? That was always an issue.

    Leave a comment:


  • replied
    [MENTION=260928]spacegojira[/MENTION]

    Im not an artist, Im a technician, so I went after everything possible to customize for a cloud shape or color etc, that said, what I have just showed was my custom settings for what I have figured was ok to show. You can change even the cloud details (the crispy features, billow features, etc). You have extinction color as a parameter, same for overall color, shadow density, ambient color, the density at the clouds too (so that might diminish the smoothness), you can also drive those colors using the main light (sun or moon) using curves as is done with BP_Sky_Sphere (from the engine) and all this stuff is taken into account on the main blueprint. I also have to tell that all textures are procedurals where you define all features you want at your clouds, you can define different types of clouds per altitude, even some different at the same altitude. Keep in mind that those clouds will always looks better at ground while not that much while inside, main reason is that they are a custom shader raymarching the material inside a cube and this material uses a flipbook like texture, and the final texture rendered is pretty small ( the flipbook is 16x16 frames @ 4k will result in a 256 texture only, if you go 8k you will get 512 texture ), with this in mind, little details are a bit hard to achieve. Im working on a material which you will just substitute and it will allow a different approach, but more costly, where you can use an array of textures where each texture will be able to go as high as 2k but that alone will consume 512MB of GPU RAM. Well, this doubles if you think 4k. I hope ppl will use the feature wisely.

    For such a product without any C++ plugin behind it, I think myself will worth its cost (around $30). I will provide a lot of examples with the sample photo I based to make them, so everyone can compare at the product page way before they click on the buy button.

    The goal is to provide something that artists can manipulate at their will, and something that technicians would not have to care with complicated things and just have the clouds they want to use right out the box when they purchase. The product will be a content-plugin so it will be easily incorpored into existing code with copy-paste to the levels. There are nothing actually that can bring visual quality to Unreal Engine regarding cloudscape, unless it is TrueSky which is physically acurrate, rather sometimes not artistically easy to drive. I can see many people looking at Architectural Visualization wanting it at their films or snapshots. More details on what you will find at the product is available at the product homepage: https://rigelstudios.wixsite.com/hom...dscape-seasons

    Im still working on several final touches before publishing at the store, hopefully will delivery it next week.

    Cheers!

    Leave a comment:


  • replied
    This looks cool in the flythrough, but the clouds are WAY too smooth / blurry, they look very unnatural. When you look at real clouds, they don't look like that, they have a certain sharpness and texture to it.
    I could imagine this to fit with some comic style / heavily stylized game, but not with anything going for realism.

    Also, will the clouds change the color depending on the lighting of the scene? The bright clouds on the pitch black sky looks wrong.

    No offence, just some constructive criticism. Am looking forward to what the final version looks like.

    Leave a comment:


  • replied
    Originally posted by stucki View Post
    Please make a demo for non vr, too. Really interested in the possibilities for my game
    I will do, please bear with me while Im giving my product the final touches to submit to the Marketplace.

    Leave a comment:


  • replied
    Originally posted by MeshMagnet View Post
    Pretty cool. Have you thought about including a weather system?
    If you check my website you will see that Im also working on a weather system too, but it is far from completion because both system are being made to deliver image quality with cinematics, which is something I need a lot for my game Title under development. I just quite need the money selling these products to help bring my game to life. While the tools are made with cinematics in mind, they can be tweeked to allow it work on a game. Just for you to know, the quality I want to achieve is at least what you can see in Rise of the Tomb Raider or even better (for the weather) and for the cloudscape Im targeting to have something superior for what you can see at Horizon: Zero Dawn.

    Leave a comment:


  • replied
    Please make a demo for non vr, too. Really interested in the possibilities for my game

    Leave a comment:


  • replied
    Pretty cool. Have you thought about including a weather system?

    Leave a comment:


  • replied
    Looks incredible, absolutely fantastic work!

    Leave a comment:


  • replied
    I will make a demo with all necessary for VR and post it here. Subscribe to the thread and you will get notified... Im still applying some final touches for the submission at the Marketplace

    take care.
    Last edited by NilsonLima; 08-22-2017, 11:02 AM.

    Leave a comment:


  • replied
    Looking cool! Do you mind making a video or releasing a demo build where we can experience VR performance - with the lowered quality settings you talk about on your webpage?

    Leave a comment:


  • started a topic [RELEASED] Cloudscape Seasons - v1.2d

    Cloudscape Seasons - v1.2d

    Cloudscape system with volumetric clouds with excellent performance and tons of tweeks. Almost every feature is customizable and all materials and blueprints have great breakdown, so it will be easy to integrate into any existing project and other marketplace assets/plugins. No C++ code, just Materials and Blueprints and all textures are procedurally generated.

    At the marketplace: https://www.unrealengine.com/marketp...dscape-seasons

    Click image for larger version  Name:	DemoDay.png Views:	1 Size:	329.1 KB ID:	1474672Click image for larger version  Name:	DemoSunset.png Views:	1 Size:	323.8 KB ID:	1474673Click image for larger version  Name:	DemoNight.png Views:	1 Size:	197.9 KB ID:	1474674Click image for larger version  Name:	DemoVeryCloudy.png Views:	1 Size:	343.1 KB ID:	1474675Click image for larger version  Name:	DemoFAQLoD.png Views:	1 Size:	331.5 KB ID:	1474676Click image for larger version  Name:	DemoFAQMenu.png Views:	1 Size:	325.4 KB ID:	1474677Click image for larger version  Name:	DemoFAQUpCloudsView.png Views:	1 Size:	297.5 KB ID:	1474678Click image for larger version  Name:	DemoFAQReflections.png Views:	1 Size:	398.0 KB ID:	1474679

    There are 5 demo Maps, being one of them a FAQ map, with some useful info about usage. All maps have a menu that you can use while playing to change some settings at seen in the 6th picture.


    Old pictures of v1.1:
     
    Spoiler


    Video at Marketplace: (v.1.0)


    Video at Marketplace: (v.1.1)


    Early old video showing how it looks like: (there are better ones)


    Video showing water reflections:


    Latest video with documentation and hands on for v.1.0 at:


    Complementary video with hands on with changes for v.1.1 and executable demo:


    Application executable video(small version):


    Application executable video(large version):


    Application executable showing the solution working, download it (google drive 1.9 GB): here


    Check the product website for a full feature list: https://rigelstudios.wixsite.com/hom...dscape-seasons

    Posts 23, 24 and 25 have a small FAQ gathered around.

    Thanks for your support!


    v.1.0 - product released Oct 27th 2017 at MP

    v.1.1 - released Dec 2017
    - executable to show performance baseline for the ones interested in purchase for gaming purposes (November 3rd 2017) - done v.1.1 Dec 2017
    - new Moon textures with high resolution definition 2k quality (November 2017) - done v.1.1 Dec 2017
    - performance overhaul targeting reduction of 2ms (November 2017) - done v.1.1 Dec 2017
    - fix for the engine scalability settings not working for anything lower than epic setting - done v.1.1 Dec 2017
    - fix for the over-memory allocation when too many changes were done in the blueprint parameters, noticeable mainly when dragging mouse over color pickers or sliding cursos over scalars. - done v.1.1 Dec 2017
    - 5 new exposed tweaks in main blueprint to help improve performance - done v.1.1 Dec 2017
    - BP_Sky_Seasons will enable to drive Volumetric Fog value by a Curve using the Sun position. - done v.1.1 Dec 2017


    v.1.2 - released May 2018
    - add blinking effect at stars and some movement
    - adding simple circular trajectoty to the Sun and Moon (you set the angle from the sun position as a curve) as a secondary option using just the time of the day from the calendar. The Moon rises where the Sun sets.
    - multiplayer replicated for all features
    - works now with OpenGL and Vulkan, besides D3D
    - works now with Blueprint Nativization
    - extra parameters to control clouds height, interspacing and radius - per layer
    - better Maps with built-in documentation and showing some FAQ - common ones
    - 4.17, 4.18 and 4.19 will be updated same content.

    v.1.2a - released Nov 2018
    - a fix for the issue with editor not being able to start with a default map with Cloudscape Seasons in UE 4.21

    v.1.2b - released Dec 2018
    - fixed issue with main raymarch material which affects the ability of planar reflections to reflect scene when Sunlight is below horizon;
    - fixed issue with New Moon still casting light as if it was Full Moon;
    - several changes in default values for: BP_SkySeasons, DT_MoonPhases
    - fixes parameter values for the BP_SkySeasons and BP_CloudscapeSeasons at each demo scene, to reflect the new changes on light intensity which now needs to be lower (originally because the main raymarch material was killing the light transmission over the material when Sun below horizon)

    v.1.2c - released Jan 2019
    - hotfix for 2 cloud layer materials
    - hotfix for 2 textures
    - hotfix for crash when opening project in 4.21


    v.1.2d - released March 2019
    - hotfix for crash when running as standalone game
    - hotfix for crash when opening project in 4.21 - improved


    Under development - roadmap:
    - new cloud types complementing the ones from original package, just material instances (target v.1.3 - 2019)
    - major cloud shape overhaul and extending clouds to horizon following sphere curvature (target v.1.3 - 2019)
    - new map containing an animated environment showing not only day and night cycles, but also cloud shape and coverage evolution (target v.1.3 - 2019)
    - two new map showing custom cloud shapes (target v.1.3 - 2019)
    - follow camera mode on (X,Y) axis (target v.1.3 - 2019)
    - performance overhaul targeting reduction of 2ms from release 1.0 (target v.1.3 - 2019)
    - lightning effects - for performance reasons there will exist another copy of main material with this (target v.1.4 - 2019)
    - performance overhaul targeting reduction of 1ms from release 1.3 (target v.1.5 - 2019)
    - tornado formation with floating debris - for performance reasons there will exist another copy of main material with this (target v.1.5 - 2019)
    - stylized clouds for anime/cartoon type games (target v.1.5 - 2019)
    - 04 extra scenarios with anime/cartoon clouds (target v.1.5 - 2019)
    - adding two new modes for the calendar, that overrides the current time displacement based on longitude and latitude, as the time passes, you can set how much time is for daylight, nightlight, day to night transition and vice-versa, also a mode based on event, so this way you can send a command to start changing from day to night and vice-versa, giving you the ability to control this event during game-play and/or cinematic in an easy fashion - (target v.1.4 - 2019)
    - auto-adjust for performance: depending on the camera position and rotation, specific amount of details will be set in order to improve performance or image quality. All you need to do is to specify minimum and maximum constraints, so the auto-adjust will not go beyond those settings. (target v.1.4 - 2019)
    - test the package for Xbox One (target v.1.5 - 2019) - the majority of tests seems to work as of May 2018
    - test the package for PlayStation (target v.1.5 - 2019) - the majority of tests seems to work as of May 2018
    - test the package for iOS (target v.1.5 - 2019) - the majority of tests seems to work as of May 2018
    - test the package for Android (target v.1.5 - 2019) - the majority of tests seems to work in emulators as of May 2018 (not recommended for mobiles at their current capacities - overheat)


    Obs: the package was designed to not have compatibility broken on updates, every new feature will have an exclusive material that is easily replaced with one selection on the main blueprint. You will not lose any previous work updating the package! So, start modeling your cloudscapes now!
    Last edited by NilsonLima; 03-27-2019, 08:45 PM.
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