Mô tả

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.

Bạn sẽ học được gì

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

Yêu cầu

  • Experience for Material or Niagara is required(Or has taken my material or niagara course in the past)

Nội dung khoá học

7 sections

Introduction

6 lectures
Course Intro
05:54
What Does Dynamic Sky Weather System Need?
02:17
Some Common Questions You May Have...
00:36
Create A Starting Project
04:10
How To Get Help?
00:23
Material Hotkey Cheat Sheet
00:37

Day Night Cycle

22 lectures
Day Night Cycle Section Overview
01:07
Environment Light Mixer
04:30
BP Dynamic Sky Actor
05:58
Construction Script
07:55
Time Of Day
09:43
Handle Moon Rotation
07:32
Blueprint Macros
08:44
Mini Challenge Answers
00:12
Nighttime Sky
08:13
Adjust Blueprint Properties
08:45
Sky Sphere
09:33
Material Refresher
14:45
Stars For Nighttime Sky
07:55
Vertex Normal
04:58
Channel Mask Parameter
07:07
Star Visibility
08:53
Moon
08:28
Section Challenge: Moon Visibility
03:50
Share Task: Share Your Sky
00:08
Adjust More Properties From BP
08:13
Optional Challenge: Add In Your Own Sun
00:16
Section Wrap Up
00:52

Clouds

20 lectures
Clouds Section Overview
01:36
Blueprint Enum
03:49
2D Clouds
05:07
2D Clouds Adjustment
06:50
Sky Atmosphere Tint
04:21
Adjust 2D Clouds From Blueprint
10:08
Planar Projection
14:02
Volumetric Clouds
13:53
Volume Texture
09:17
Volumetric Advanced Output
11:12
Influence Radius Refactoring
02:29
Norm Altitude In Layer
12:16
Macro Variation For Clouds
09:29
Panning Volumetric Clouds
06:15
Adjust Volumetric Clouds From Blueprint
08:49
Multiple Sampler Type Support
06:01
Share Task: Share Your Volumetric Clouds
00:08
Section Challenge: Volumetric Clouds Variation
07:33
Optional Challenge: New Volumetric Cloud Variation
00:17
Section Wrap Up
00:57

Landscape

22 lectures
Landscape Section Overview
01:27
Preparing For Landscape
02:58
Noise Sculpting
04:18
Texture Bombing Default
08:46
Texture Bombing Voronoi
11:02
Triplanar Projection Default
06:27
Rebuild Triplanar Projection
07:52
UV Triplanar Projection
08:07
Triplanar Bombing
05:55
Share Task: Share Your Material
00:10
Landscape Layer Process
02:34
MF_TextureBombingVoronoi
08:15
MF_ComputeLandscapeUV
05:04
Assemble Landscape Layer
07:24
Ground Layer Base Color
06:49
Params For Base Color
05:34
Ground Layer Normal And ORD
12:21
Slope Layer
07:36
Slope Blend
11:29
Share Task: Share Your Landscape Material
00:10
Adjust Nighttime Settings
09:17
Section Wrap Up
00:38

Snowy Weather

28 lectures
Snowy Weather Section Overview
02:00
Lighting For Snowy Weather
10:53
Data Asset
03:44
Blueprint Struct
11:42
Switch Weathers
14:48
Full Refresh
05:28
Snow Blend Mask
07:12
MF_SnowyWeatherBlend
12:31
Material Parameter Collection
06:34
Section Challenge: Snow Object Blend
08:40
Share Task: Share Your Snow Blend Result
00:07
Anim Notify
06:53
Blueprint Macro Library
13:19
Decal Material
08:31
Niagara Refresher
08:10
Footprint Niagara System
17:28
Share Task: Share Your Progress
00:09
Preparing For Weather Particles
03:03
NMS_GetCameraProperties
14:52
Snow Particles
16:03
Smoke Particles For Snow
16:08
Toggle Niagara System Component
06:10
Section Challenge: User Parameter
12:26
Animate Snow Coverage
13:54
Sync Default Values
06:21
Adjusting Snow Animation
11:54
Share Task: Share Your Snowy Weather
00:07
Section Wrap Up
00:50

Rainy Weather

34 lectures
Rainy Weather Section Overview
02:13
Rainy Data Asset
04:39
Lighting For Rainy Weather
10:55
Properties For Puddles
12:05
Ripples
11:58
Puddle Waves
11:49
MF_GenerateRainyWeatherPuddles
07:56
Smooth Step
06:14
Toggle Rain
04:34
Liquid Master Material
12:31
Main Rain Drops
10:46
Brightness By Distance
11:20
Brightness By Look Up Angle
07:51
Collision Event
04:41
Rain Splashes
08:22
GPU Rain
08:27
Section Challenge: Toggle Rain FX
03:08
Share Task: Share Your Progress
00:09
Rain FX User Parameter
11:36
Physical Material
09:20
Landscape Physical Material Output
12:00
Puddle Splash
10:05
WARNING! Flashy Footages Ahead!
00:05
Lightning Flash
07:26
Lightning Bolt
20:40
Section Challenge: Toggle Lightning
05:14
Share Task: Share Your Lightning
00:06
Rain Drops On Surface
16:36
Post Process Rain Drops FX
09:01
Add Post Process FX To System
06:00
The Ultimate Challenge: Animate Puddles
01:59
Share Task: Share Your Solution
00:11
Solution: Animate Puddles
11:39
Section Wrap Up
03:34

Congratulations

5 lectures
Final Tweaking
06:24
Dynamic Day Night Cycle
10:53
Switch Weather During Runtime
09:31
Where to go from here?
01:58
Continue Your One Course Solution Journey...
00:05

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