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    Unreal Engine 5:One Course Solution For Sky & Weather System

    Posted By: ELK1nG
    Unreal Engine 5:One Course Solution For Sky & Weather System

    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

    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