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  • 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.

  • 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.

    Leave a comment:


  • 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.

    Leave a comment:


  • 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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Another video added showing the release 1.5

    Leave a comment:


  • replied
    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.

    Leave a comment:

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