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Ultra Dynamic Sky

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    [RELEASED] Ultra Dynamic Sky

    IF YOU NEED SUPPORT WITH USING THE SKY:
    The best way to get in touch with me for support is my email: everettgunther@gmail.com. You can post questions in this thread, but note that if you need urgent help, email me. I try to check for updates on this thread every once in a while but I check my emails daily.

    --

    Ultra Dynamic Sky is available now on the marketplace.

    The marketplace description:
    Ultra Dynamic Sky is a sky system designed to be much more dynamic and natural than most sky solutions, offer a great degree of flexibility and customization options, and work inside of a user interface designed for speed and simplicity.

    Features:
    - Set a single Time of Day variable (from 0000 to 2400) and have every aspect of the sky, including your directional light and fog, update along with it, making changing the time your scene takes place a one step process.

    - Fully dynamic, with multiple turbulent layers of clouds, orbiting moon, and even stars that turn around the poles.

    - Dynamic cloud lighting around both the sun and the moon.

    - Customize cloud coverage, from a clear sky to overcast.

    - Customize moon and stars properties like Moon Scale, Moon Brightness, and even change the phase of the moon.

    - Simulate a realtime day/night cycle in game, automatically, with adjustable day length.

    - Simulate changes in cloud coverage with the automatic weather system.
    And here's the video I made to show it off and explain how to use it:


    And some images:






    Update Details:
    Ultra Dynamic Sky has been received 6 major updates since its launch. Here are the major changes from the original release version:
    -Cloud shadows
    -Aurora effects
    -Improved skylight support
    -General performance improvements
    -General bug fixes
    -An option to disable a layer of clouds for performance
    -New more detail oriented controls across all categories
    -Preset color schemes for the sky and clouds

    Detailed change lists for each update are posted in this thread whenever a new update is made public.

    Most Recent Update:
    9-15-2017

    (Update specific to 4.16 and 4.17)
    - Added improved support for volumetric fog.
    - Fixes for several 4.16+ graphical bugs.
    - Misc small bug fixes and usability improvements
    Last edited by eedobaba; 09-16-2017, 11:17 AM.
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    #2
    Looks great, I like the video too. Would it be too early ask what your price will be?
    Currently working on PARGSoft Football

    My day job is a C# ASP.NET Developer, I wish it was a games developer

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      #3
      Originally posted by paulv2k4 View Post
      Looks great, I like the video too. Would it be too early ask what your price will be?
      I submitted it with a proposed price of $29.99.
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        #4
        This looks beautiful!

        How much will you be charging for this?

        EDIT: Just saw the above post 29.99 for the tool. Cannot wait

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          #5
          Hello,
          this is the best tool i have ever seen for UE4 so far. Shure i will buy it for 29.99!!!
          Best Thanks for this wonderful tool!!!
          Kind regards,
          Andreas

          Comment


            #6
            That looks fantastic. Is there any way to make the clouds look a bit less painted and more realistic? They look great but I'm in need of as much realism as possible.

            Comment


              #7
              Wow, this looks great man, looks like i'll be buying this as soon as it comes out!

              Comment


                #8
                This looks great! I agree with sitrec though, at some points the clouds look a bit posterized.

                Comment


                  #9
                  Is the sky easily customizable? Like, cloud patterns and such.

                  Comment


                    #10
                    Looking forward to this

                    Comment


                      #11
                      Nice tool mate!
                      Just a few questions:
                      - is it networked?
                      - how performance hungry is it?
                      - what is the degree of exposure to code and bps?
                      [On Hold]WIP: Vertex-Based Ledge Detection/Parkour Engine

                      Looking for fellow programmers to develop a project.

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                        #12
                        Great!!! When it will be available in the marketplace?

                        Comment


                          #13
                          Looks nice!

                          Originally posted by Horus View Post
                          Nice tool mate!
                          Just a few questions:
                          - is it networked?
                          - how performance hungry is it?
                          - what is the degree of exposure to code and bps?
                          Would like to know the answers to those questions too!
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                            #14
                            Originally posted by Horus View Post
                            Nice tool mate!
                            Just a few questions:
                            - is it networked?
                            - how performance hungry is it?
                            - what is the degree of exposure to code and bps?
                            1. Networked? Not sure I follow this one.
                            2. It's a fairly complex material, but it is just one material. The performance cost shouldn't be too bad at all.
                            3. The blueprints controlling the sky are very simple. To control the system from the outside would be as simple as remotely setting a few variables, and the sky would update on its own.
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                              #15
                              Originally posted by eedobaba View Post
                              1. Networked? Not sure I follow this one.
                              2. It's a fairly complex material, but it is just one material. The performance cost shouldn't be too bad at all.
                              3. The blueprints controlling the sky are very simple. To control the system from the outside would be as simple as remotely setting a few variables, and the sky would update on its own.
                              By networked I guess he means that does the sky replicate properly to clients. So if server changes parameter XYZ, is the change replicated to clients?

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