Unreal Engine 5:One Course Solution For Sky & Weather System
Published 9/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 10.20 GB | Duration: 13h 30m
Published 9/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 10.20 GB | Duration: 13h 30m
Build a Dynamic Sky & Weather System in Unreal Engine 5 using Blueprint & Niagara & Material
What you'll learn
Dynamic sky system with drag and drop lighting solution
Multiple sky presets with corresponding weather
Nighttime sky with moon and stars
Cell bombing and Tri-planar projection material
Different Footstep FX with physical material
Build different Niagara Weather VFX
Write custom Niagara module script for advanced particle behavior
Learn the best coding practices for Material/Niagara/Blueprint
Build beautiful Volumetric Cloud material
Deep dive of different properties for lighting
Create decal materials for weather system
Animate weather FX through blueprint and material parameter collection
Requirements
Experience for Material or Niagara is required(Or has taken my material or niagara course in the past)
Description
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 raindrops, puddles, and captivating lightning effects. Best of all, we'll be starting from the ground up.In the first section, we'll delve 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 own customizable stars and moon through blueprint variables.Moving on to the second section, we'll introduce 2D clouds 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 basic 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 the concepts of 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 an exploration of 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. The creation of a snow blend mask for both landscapes and objects will be followed by insights into using material parameter collections for global weather FX control. We'll also explore anim notifies, blueprint macro libraries, decal materials, and Niagara systems to selectively spawn footprints during snowy conditions. 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, complete 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 flip book animations within our materials to create ripples. A custom material function for wave generation, as well as the blending of puddles 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 both 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 you'll find online for creating a sky and weather system. Throughout the course, applied tasks and section challenges will ensure your comprehension and ability to replicate each step.
Overview
Section 1: Introduction
Lecture 1 Course Intro
Lecture 2 What Does Dynamic Sky Weather System Need?
Lecture 3 Some Common Questions You May Have…
Lecture 4 Create A Starting Project
Lecture 5 How To Get Help?
Lecture 6 Material Hotkey Cheat Sheet
Section 2: Day Night Cycle
Lecture 7 Day Night Cycle Section Overview
Lecture 8 Environment Light Mixer
Lecture 9 BP Dynamic Sky Actor
Lecture 10 Construction Script
Lecture 11 Time Of Day
Lecture 12 Handle Moon Rotation
Lecture 13 Blueprint Macros
Lecture 14 Mini Challenge Answers
Lecture 15 Nighttime Sky
Lecture 16 Adjust Blueprint Properties
Lecture 17 Sky Sphere
Lecture 18 Material Refresher
Lecture 19 Stars For Nighttime Sky
Lecture 20 Vertex Normal
Lecture 21 Channel Mask Parameter
Lecture 22 Star Visibility
Lecture 23 Moon
Lecture 24 Section Challenge: Moon Visibility
Lecture 25 Share Task: Share Your Sky
Lecture 26 Adjust More Properties From BP
Lecture 27 Optional Challenge: Add In Your Own Sun
Lecture 28 Section Wrap Up
Section 3: Clouds
Lecture 29 Clouds Section Overview
Lecture 30 Blueprint Enum
Lecture 31 2D Clouds
Lecture 32 2D Clouds Adjustment
Lecture 33 Sky Atmosphere Tint
Lecture 34 Adjust 2D Clouds From Blueprint
Lecture 35 Planar Projection
Lecture 36 Volumetric Clouds
Lecture 37 Volume Texture
Lecture 38 Volumetric Advanced Output
Lecture 39 Influence Radius Refactoring
Lecture 40 Norm Altitude In Layer
Lecture 41 Macro Variation For Clouds
Lecture 42 Panning Volumetric Clouds
Lecture 43 Adjust Volumetric Clouds From Blueprint
Lecture 44 Multiple Sampler Type Support
Lecture 45 Section Challenge: Volumetric Clouds Variation
Lecture 46 Section Wrap Up
Section 4: Landscape
Lecture 47 Landscape Section Overview
Lecture 48 Preparing For Landscape
Lecture 49 Noise Sculpting
Lecture 50 Texture Bombing Default
Lecture 51 Texture Bombing Voronoi
Lecture 52 Triplanar Projection Default
Lecture 53 Rebuild Triplanar Projection
Lecture 54 UV Triplanar Projection
Lecture 55 Triplanar Bombing
Lecture 56 Landscape Layer Process
Lecture 57 MF_TextureBombingVoronoi
Lecture 58 MF_ComputeLandscapeUV
Lecture 59 Assemble Landscape Layer
Lecture 60 Ground Layer Base Color
Lecture 61 Params For Base Color
Lecture 62 Ground Layer Normal And ORD
Lecture 63 Slope Layer
Lecture 64 Slope Blend
Lecture 65 Adjust Nighttime Settings
Lecture 66 Section Wrap Up
Section 5: Snowy Weather
Lecture 67 Snowy Weather Section Overview
Lecture 68 Lighting For Snowy Weather
Lecture 69 Data Asset
Lecture 70 Blueprint Struct
Lecture 71 Switch Weathers
Lecture 72 Full Refresh
Lecture 73 Snow Blend Mask
Lecture 74 MF_SnowyWeatherBlend
Lecture 75 Material Parameter Collection
Lecture 76 Section Challenge: Snow Object Blend
Lecture 77 Anim Notify
Lecture 78 Blueprint Macro Library
Lecture 79 Decal Material
Lecture 80 Niagara Refresher
Lecture 81 Footprint Niagara System
Lecture 82 Preparing For Weather Particles
Lecture 83 NMS_GetCameraProperties
Lecture 84 Snow Particles
Lecture 85 Smoke Particles For Snow
Lecture 86 Toggle Niagara System Component
Lecture 87 Section Challenge: User Parameter
Lecture 88 Animate Snow Coverage
Lecture 89 Sync Default Values
Lecture 90 Adjusting Snow Animation
Lecture 91 Section Wrap Up
Section 6: Rainy Weather
Lecture 92 Rainy Weather Section Overview
Lecture 93 Rainy Data Asset
Lecture 94 Lighting For Rainy Weather
Lecture 95 Properties For Puddles
Lecture 96 Ripples
Lecture 97 Puddle Waves
Lecture 98 MF_GenerateRainyWeatherPuddles
Lecture 99 Smooth Step
Lecture 100 Toggle Rain
Lecture 101 Liquid Master Material
Lecture 102 Main Rain Drops
Lecture 103 Brightness By Distance
Lecture 104 Brightness By Look Up Angle
Lecture 105 Collision Event
Lecture 106 Rain Splashes
Lecture 107 GPU Rain
Lecture 108 Section Challenge: Toggle Rain FX
Lecture 109 Rain FX User Parameter
Lecture 110 More is on the way…
Intermediate Unreal users who want to know how to build a sky system,Learners who want to learn more advanced Material and Niagara techniques