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Unreal Engine 5 – One Course Solution For Sky & Weather System by Vince Petrelli

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Release date:2023, October

Duration:15 h 54 m

Author:Vince Petrelli

Skill level:Beginner

Language:English

Exercise files:Yes

Welcome to your ultimate solution for Unreal Engine 5’s Dynamic Sky and Weather System. In this course, you’ll embark on a journey to create a robust sky system featuring a dynamic day-night cycle, mesmerizing volumetric clouds, immersive snowy weather complete with footprints and intricate snow particles, and even rainy weather with lifelike raindropspuddles, and captivating lighting effects. Best of all, we’ll be starting from the ground up.

The first section delves into creating the fundamental day-night cycle. We’ll bring stars, the moon, and detailed variables into play, enabling us to fine-tune the appearance of our sky system. Our journey begins with crafting a Blueprint Dynamic Sky Actor, offering a streamlined lighting solution. From there, we’ll employ the construction script to lay the foundations of a basic time-of-day system using Blueprint macros. As we progress, we’ll explore the concept of a sky sphere and a sky material, introducing our customizable stars and moon through blueprint variables.

Moving on to the second section, we’ll introduce 2D and volumetric clouds to our dynamic sky system. This adventure starts with creating a Blueprint enum to define distinct cloud modes. We’ll then enhance our sky material, built in the previous section, to incorporate 2D clouds seamlessly. Additionally, we’ll delve into planar projection, uncovering its role in projecting volumetric clouds onto the sky. We’ll explore volume texture and volumetric advanced output for heightened realism and harness normalized altitude masks and macro variations for intricate detail and captivating shapes. After breathing life into our clouds with animations, we’ll expose more properties to our blueprint, offering greater control over the final appearance.

In the third section, we’ll construct a bare landscape complemented by an automatic landscape material, enabling texture bombing, tri-planar projection, and slope blending. We’ll initiate the process by sculpting a rudimentary landscape using the noise texture at our disposal. Subsequently, we’ll delve into texture bombing and tri-planar projection, revolutionizing our landscape’s tiling capabilities.

In the next section, we’ll introduce snowy weather into our system, complete with footprints, snow particles, snow blending for landscapes and objects, and dynamic snow blending. Our journey commences with exploring snowy weather lighting within a testing environment. We’ll introduce the notion of data assets, blueprint structs, and how they serve as repositories for various lighting properties and weather-switching mechanisms. Creating a snow blend mask for landscapes and objects will be followed by insights into using material parameter collections for global weather FX control. We’ll also explore anim notifications, blueprint macro libraries, decal materials, and Niagara systems to spawn footprints during snowy conditions selectively. Additionally, we’ll develop a custom Niagara module for efficient particle generation, using it as a template to produce our snow particles. Lastly, we’ll implement dynamic snow blending, employing a timeline within our blueprint.

In the final section, we’ll tackle rainy weather creating with raindrops, puddles, interactive splashes, lightning, and post-process raindrop FX. The journey begins with the creation of a new data asset for rainy weather. We’ll delve into the intricacies of generating procedural puddles and employing flipbook animations within our materials to create ripples. A custom material function for wave generation and the blending of reservoirs with our landscape will be covered. We’ll then master the art of crafting performant rain FX by establishing a master liquid material and a rain Niagara system. Our exploration extends to custom Niagara input scripting and dot product utilization to scale raindrop brightness based on distance and viewing angle. Generating splashes through collision events and user parameters for rain FX will be seamlessly integrated. We’ll also explore the concept of physical materials and how they define surface types, allowing us to spawn splashes when characters tread on puddles. Lastly, we’ll create a material for lightning and initiate work on the accompanying Niagara system. Finally, we’ll transform surface raindrops into a post-process material for our system.

This course is the most comprehensive guide online for creating a sky and weather system. The course’s applied tasks and section challenges will ensure your comprehension and ability to replicate each step.

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01. Introduction

01. Course Intro
02. What Does Dynamic Sky Weather System Need
04. Create A Starting Project

02. Day Night Cycle

01. Day Night Cycle Section Overview
02. Environment Light Mixer
03. BP Dynamic Sky Actor
04. Construction Script
05. Time Of Day
06. Handle Moon Rotation
07. Blueprint Macros
08. Nighttime Sky
09. Adjust Blueprint Properties
10. Sky Sphere
11. Material Refresher
12. Stars For Nighttime Sky
13. Vertex Normal
14. Channel Mask Parameter
15. Star Visibility
16. Moon
17. Section Challenge Moon Visibility
19. Adjust More Properties From BP
21. Section Wrap Up

03. Clouds

01. Clouds Section Overview
02. Blueprint Enum
03. 2D Clouds
04. 2D Clouds Adjustment
05. Sky Atmosphere Tint
06. Adjust 2D Clouds From Blueprint
07. Planar Projection
08. Volumetric Clouds
09. Volume Texture
10. Volumetric Advanced Output
11. Influence Radius Refactoring
12. Norm Altitude In Layer
13. Macro Variation For Clouds
14. Panning Volumetric Clouds
15. Adjust Volumetric Clouds From Blueprint
16. Multiple Sampler Type Support
17. Section Challenge Volumetric Clouds Variation
18. Section Wrap Up

04. Landscape

01. Landscape Section Overview
02. Preparing For Landscape
03. Noise Sculpting
04. Texture Bombing Default
05. Texture Bombing Voronoi
06. Triplanar Projection Default
07. Rebuild Triplanar Projection
08. UV Triplanar Projection
09. Triplanar Bombing
10. Landscape Layer Process
11. MF_TextureBombingVoronoi
12. MF_ComputeLandscapeUV
13. Assemble Landscape Layer
14. Ground Layer Base Color
15. Params For Base Color
16. Ground Layer Normal And ORD
17. Slope Layer
18. Slope Blend
19. Adjust Nighttime Settings
20. Section Wrap Up

05. Snowy Weather

01. Snowy Weather Section Overview
02. Lighting For Snowy Weather
03. Data Asset
04. Blueprint Struct
05. Switch Weathers
06. Full Refresh
07. Snow Blend Mask
08. MF_SnowyWeatherBlend
09. Material Parameter Collection
10. Section Challenge Snow Object Blend
11. Anim Notify
12. Blueprint Macro Library
13. Decal Material
14. Niagara Refresher
15. Footprint Niagara System
16. Preparing For Weather Particles
17. NMS_GetCameraProperties
18. Snow Particles
19. Smoke Particles For Snow
20. Toggle Niagara System Component
21. Section Challenge User Parameter
22. Animate Snow Coverage
23. Sync Default Values
24. Adjusting Snow Animation
25. Section Wrap Up

06. Rainy Weather

01. Rainy Weather Section Overview
02. Rainy Data Asset
03. Lighting For Rainy Weather
04. Properties For Puddles
05. Ripples
06. Puddle Waves
07. MF_GenerateRainyWeatherPuddles
08. Smooth Step
09. Toggle Rain
10. Liquid Master Material
11. Main Rain Drops
12. Brightness By Distance
13. Brightness By Look Up Angle
14. Collision Event
15. Rain Splashes
16. GPU Rain
17. Section Challenge Toggle Rain FX
18. Rain FX User Parameter

[Udemy] Unreal Engine 5 – One Course Solution For Sky & Weather System by Vince Petrelli.7z.rar

[Udemy] Unreal Engine 5 – One Course Solution For Sky & Weather System by Vince Petrelli_Subtitles.7z


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