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Cloudscape Seasons - v1.2d

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  • replied
    I have just created a new clean thread for the asset, be sure to subscribe to it here: https://forums.unrealengine.com/unre...pe-seasons-1-5

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  • replied
    As stated at the post #172 in this thread, the price for the asset is permanently set at 50% discount.

    The videos for the future update 1.5 are going well, with few adjustments in the demo maps to improve the experience. Right now, we will end with 15 demo maps and approx. 10GB for the entire content, where 80% belongs to the demo maps.

    As soon we are ready to sent to the Marketplace team, we will post the new pictures and videos/tutorials.

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  • replied
    DarkS474 I will not leave the UE4 Marketplace, but some future assets might not come here first, but my own shop instead. We do not plan on selling for a living, too unstable to think this way. The assets will always be low cost, to spread knowledge or just beauty. For a living we will still focus on film and games which we are far from start/completion, and the company is now splitting and we will appear soon with a new brand aswel.

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  • replied
    I doubt that sellers of plugins of Unity and Unreal Engine 4 are making more money with their own shops instead of selling just on the official stores.
    Obviously if I am wrong you will leave the marketplace and make more money with your shop and that's good for you. But if I am not wrong you will be forced to get back on the marketplace despite its issues and shortcomings.
    Anyway Thank You for giving your next Sky Seasons plugin free to existing customers of Cloudscape Seasons. So I will have the option to use Sky Seasons for better performance if and when I will have finished my first game project.

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  • replied
    Since we started the development of Cloudscape Seasons and for the UE4 Marketplace, we have few goals in mind:
    - make something nice to have for learning purposes for any gamedev
    - make something visually compelling
    - understand how the marketplace works
    - understand how people feel about the assets being sold there

    those goals were quite interesting and sort of reached. We discovered few things about it:
    - the marketplace were created with the introduction of UE4, this means 5 years and it lacks several features asked since day one, which is sad;
    - the lack of tools available in the marketplace make it very difficult to be considered a source of income for a living;
    - poor actions related to content piracy;
    - bad quality reviews for several assets;
    - poor design decisions on every (and sparse) action of improvement towards the marketplace;

    Although the experience overall is positive as a learning perspective and we will still offer several assets under development at the UE4 Marketplace, but we think that to prevent certain experiences, we will create our own store in the near feature, coming right next to the release of our new website along with the new brand for the new company.

    To have a closure on this experience, we will do some actions we think are nice and everyone would be happy with:
    - starting November/2019 the Cloudscape Seasons will have its price cut by 50% permanently;
    - all owners of Cloudscape Seasons will be eligible to a FREE copy of Sky Seasons (when it launches) for all purchases made from October/2017 up to October/2019 only;

    Thanks everyone of the 500+ UE4 developers involved in this experience, being as purchasers, Youtube subs, twitter followers, Discord members, we really do appreciate!

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  • replied
    While still wrapping up the videos and demo maps changes to improve the visual for the new features, we are working in parallel in Cloudscape Seasons 2, which will be a free update to the package for all owners and it will include hot features:

    - Improved effects for night sky
    - Improved Sun effects
    - The cloud coverage area will jump from 400Km2 (20 x 20Km) to 1600Km2 (40 x 40Km). We are studying if 80Km x 80Km is possible aswel... it has to be power of 2 unfortunately.
    - Clouds with 8 times more details will be possible

    I hope to bring some pictures and videos soon!

    Leave a comment:


  • replied
    The update for release 1.5 will cover all current engine releases (4.17 up to 4.23), the next planned update will be release 2.0 and with that some few changes:

    - new cloud models needs features present only in latest engine releases (in this case volume textures which started in 4.21)
    - all particle systems for rain and snow effects will change from Cascade to Niagara (Cascade will be kept in the package)
    - terrain in the demo maps will use virtual texturing (started in 4.23)
    - blueprint widgets to help setup and check missing parameters (started in 4.22 the way we like it most)

    These changes and therefore the release 2.0 will start at the release for UE4.24.

    Leave a comment:


  • replied
    release 1.5 progress:

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

    I am already working on all the video tutorials, since it seems the new features will not change the operation while they are getting fixed among the latest UE4 releases. Don't forget to join our Discord server, currently with 300+ people registered and where news get there a bit earlier sometimes.

    Leave a comment:


  • replied
    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 10/10 OK, optimizations 3/4 OK
    - 4.22: new features 9/10 OK, optimizations 2/4 OK
    - 4.23: new features 9/10 OK, optimizations 2/4 OK

    We are getting there, it is just too work on debugging so many different versions from source to understand why something works on previous releases and not on currently ones. Meanwhile the ending result which I didn't show yet in any video, will be far superior and I am sure everyone will enjoy the visual and performance. Don't forget to join our Discord server where news get there a bit earlier sometimes.

    Leave a comment:


  • replied
    Cloudscape Seasons is marked as compatible with UE4.23. Keep in mind that Realtime Raytracing is still in Beta and with features missing, mainly the ability to show reflections of translucent materials which is key in relation for our asset to work properly. I have made a video showing to Epic the issues I got so far (with release 1.2d) and there you guys can understand what I am talking about. Epic is looking into it, but don't rely on your future projects to be dependent on Realtime Raytracing for all features, but right now in the current engine state, you can have amazing AO and shadows, which in raster mode there are several issues (ie shadow acne to name one), therefore there are plenty of benefits already.

    This is the video:

    Leave a comment:


  • replied
    Currently testing UE4.23 with the current Cloudscape Seasons 1.2d release to mark it as compatible, while we are still working to fix the issues for the new 1.5 release among all engine releases, which we have mostly fixed and changed some features that required us to retest them all over. It is expected also some time for the Marketplace team to make it available because I will ask for a complete review on the asset, since it uses some Epic material for the demo maps, there are lots of new assets which I am providing the source files (Blender files, FBX files and Photoshop files) and the C++ code which I have used to generate some procedural textures (Blue Noise in different flavors and resolutions) and the reference materials used to make the new features (where that happened) which will all be included in a text file.

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  • replied
    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.

    Leave a comment:


  • replied
    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.

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  • replied
    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?

    Leave a comment:


  • replied
    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.

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