Adding a customizable glow to you moon | Day Night Cycle In UE 5 | Part 3

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  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 41

  • @InsertNameHereGameDev
    @InsertNameHereGameDev  Рік тому +6

    I forgot to say this, but if your changing the color of the moon texture and the glow, you probably want to change the color of the directional light that the moon is using. This ensures that the clouds have accurate coloring based of the moon texture.

    • @Kraziss
      @Kraziss 11 місяців тому

      How to make a clock or slider, when we move it, we also change the time? I tried to do, but the way it always moves, my changes were immediately reset. That is, I set 5 hours, but after that time the sun immediately returns to where it was

    • @grumpygamerguy7629
      @grumpygamerguy7629 4 місяці тому

      Is there a proper way to update the solar time during runtime? You can change the variable solartime and tell it to update the sun, set date, etc and nothing happens. what am i missing? This works in the editor with no issues, the problem happens once you hit play and then changes the values in blueprints during runtime. Just does whatever it was set to do in the editor.

  • @barelyaiden
    @barelyaiden 4 місяці тому

    I use UE for animation/rendering and this was by far the best tutorial I found to make a sky system to light my outdoor environments thank you!!!

  • @icagames9543
    @icagames9543 11 місяців тому +1

    Now we need to have the clouds moving randomly with the time of the day. 😃
    Many thanks for your great video.

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  11 місяців тому +1

      I might do that in the future (no guarantees though :-) ). What specifically do you mean with randomized clouds during the time of day? Random speeds? Random directions? Is there anything specific you have in mind?

    • @uayebgame4256
      @uayebgame4256 11 місяців тому +1

      Oh that's great! I was thinking to have the clouds changing randomly like, intensity, speed, direction, maybe even color to have darker clouds near a storm. Next step will be to have the rain and lightnings. 😅

  • @MalleeMate
    @MalleeMate 8 місяців тому +4

    Awesome tutorial, cheers 😁
    One feature I'd be really interested in is phases of the moon, would you happen to have looked into that before?

    • @hjr7420
      @hjr7420 3 місяці тому

      I've been trying to do, but I couldn't get to rotate the moon light correctly faster than the sun to match a moon cycle (28 days). But it should not be that difficult, you need to rotate the moon a bit faster than the sun, so just add a bit of speed to it so every day it gains an offset. Then you should calculate the degree distance of the Sun and the Moon to input into a mask to turn part of the moon black (could easily be a black circle passing through it). But I've been thinking about the rotational problem. The sun rotation is calculated by a C++ class that does all sorts of calculations, it could output directly as well the positions for the Moon, but that's beyond my expertise right now. meh

  • @TXNNGVGX
    @TXNNGVGX Рік тому +2

    Oh yeah, now it looks cool. I won't torment you, but if you want, you can finish the material and add textures of different phases of the moon, because the moon's binding to time and date has already been in previous lessons, the same binding can be used to change the texture. Although of course I haven't seen this in any game yet.🌚

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  Рік тому +4

      Haha don't worry about tormenting me, I like hearing more suggestions. For the moon phases, I might do that in the future, since I think another sphere mask could be used to make that. I'm finishing the day night cycle after the video I'm releasing tomorrow (automatic lights that turn on or off based on the day night), but I that doesn't mean that I can't make more videos that add features to it :-).

  • @leonardorusso8035
    @leonardorusso8035 6 місяців тому

    great tutorial, can you do an extra tutorial for the rotation of the cloud? thank you

  • @XerxesLounge
    @XerxesLounge Рік тому +4

    Can you create a Random Dynamic Weather system with this setup. Ive been struggling to create one.

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  Рік тому +3

      I might do that in the future, but it won't be the near future.

    • @XerxesLounge
      @XerxesLounge Рік тому +1

      @@InsertNameHereGameDev Alright! I shall try my best then.

  • @racerx1777
    @racerx1777 7 місяців тому

    @InsertNameHereGameDev thank you so much for these videos. I love your teaching style. There is one thing though i must comment on. Up to this point we have a day/night cycle and nice looking moon for a whole year. but one thing is missing and breaks immersion for me and that is its always a FULL moon. Can you do a video tutorial on how to implement the phases of the moon based on the month variable? Also if its not to much trouble adding a layer to the atmosphere down at the horizon level or some kind of material mask to the moon that makes the moon appear more yellow when its lower on the horizon due to dust in the atmosphere like in real life

  • @dancinematography
    @dancinematography 19 днів тому

    Would it be possible to add moon phases, new moon, full moon, waxing and waning?

  • @remyl8685
    @remyl8685 Місяць тому

    When the moon is up at zenith in the sky , the moon texture rotate 180° , why ?

  • @hjr7420
    @hjr7420 11 місяців тому

    amazing tutorials, direct to the point, easy to follow and it works! But I would love to see an idea on how to make the moon cycle going crescent and such, probably that would require a calculation to offset the moon light source during the time and add some kind of block mask circle to cut out the moon right?

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  11 місяців тому +1

      That is almost precisely what is needed. For the moon offset though, while you can do that effort, for real time games you can probably just mask of the moon in a light function and reduce it's brightness to simulate that (although it's not gonna be perfect). I had another comment that asked about this, and I said that I might do this in the future, but I can't give a timeframe when that would be done. :-)

  • @Hanazaki_Studio
    @Hanazaki_Studio 6 місяців тому +1

    When I apply the Glow to the moon, the mask doesn't work, which makes the moon have a black square around it.

    • @remyl8685
      @remyl8685 Місяць тому

      use the file on the description :)

  • @akkuthehelmet
    @akkuthehelmet Рік тому

    I am impressed.

  • @Crowfly
    @Crowfly 8 місяців тому

    Please bro make a tutorial on shooting stars and if you want as a bonus how to add niagara effects to the time. I want to add particle affects top the sky but I dont know how to add thaI dont how to add that to our sky.

  • @RegimeTyranny
    @RegimeTyranny Рік тому +1

    I believe I did everything correctly, but the moon glow somehow appears on the sun as well

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  Рік тому +1

      Check that the correct light index was used with the light direction node at 5:19 (directional light index 1 is the moon in my day/night cycle, so if you use 0 then the glow will be on the sun). If that doesn't work, try multiplying the the mask value form the Skybox Image node with RadialGradientExponential output shown at 11:40 .

    • @RegimeTyranny
      @RegimeTyranny Рік тому

      @@InsertNameHereGameDev I had the correct light index in the direction node but the glow still shows up on both the moon and the sun. My workaround was to multiply the glow with the SkyAtmospshereLuminance result that's used to make the stars fade away during the day. Your latter suggestion works though and is a cleaner solution, thanks!

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  Рік тому

      Thanks for pointing out that the solution works. It might help someone out in the future when they watch the tutorial :-).

  • @zachattack3763
    @zachattack3763 2 місяці тому +1

    there is a black box around my moon. double checked all the steps and dont know whats causiing it ans when i remove the moveglow box from the second lerp we added it disappears

    • @remyl8685
      @remyl8685 Місяць тому

      use the file on the description :)

  • @alexpoc
    @alexpoc 9 місяців тому

    if i want to expand this to add seasons should i add an post process volume inside of my DaynightCycle and add some logic to chage stuff inside of it depending of months right?

  • @notagent4
    @notagent4 7 місяців тому

    Thanks, this tutorial is awesome and really easy to follow. If you're thinking about coming back to this type of tutorial, could you do a tutorial on adding moon phases?

  • @lezocsfn1979
    @lezocsfn1979 8 місяців тому

    thanks for this wonderful three parted tutorial! I'm very new to unreal engine, I wonder how you've learnt all of this stuff :0

  • @therustedmonkie4787
    @therustedmonkie4787 7 місяців тому

    Thank you for the tutorial!

  • @天堂護照
    @天堂護照 10 місяців тому

    I followed your method to create the Glow around the moon, but after completing it, the Glow still appears in the sky during the daytime. Can you help me identify where I might have gone wrong?"

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  10 місяців тому

      Try multiplying the the mask value form the Skybox Image node with RadialGradientExponential output shown at 11:40. That's an error on my part, sorry. :-(

    • @天堂護照
      @天堂護照 10 місяців тому +2

      Thank you for your answer. But I don't know how to control time in the material.@@InsertNameHereGameDev

    • @InsertNameHereGameDev
      @InsertNameHereGameDev  10 місяців тому +2

      I meant timestamps in the video :-), but here is an idea of what you should do (this code should be added in the moon glow code):
      drive.google.com/file/d/1gyOc2YrAocEBwEZWyV_XgbtVuzpIZzyu/view?usp=sharing

    • @天堂護照
      @天堂護照 10 місяців тому

      Oh, I greatly appreciate your patience. After using the method you provided, it's effective. There's a somewhat strange phenomenon: the Glow of the moon is active in the play mode, but when viewed in the editor window, it doesn't have Glow. Is this normal?@@InsertNameHereGameDev

    • @天堂護照
      @天堂護照 10 місяців тому

      However, there's an interesting thing. 😀Due to my misunderstanding that 11:40 is the time of the day-night transition, it unexpectedly led me to another method: I used the moon's descent time to obscure its Glow. I created an animation in the Blueprint Timeline, passed it to the "Scalar Parameter Value," and created a "Material Parameter Collection" to call it. All of this happened before your latest reply. I believe your method is more concise. Is the approach I mentioned more resource-intensive?@@InsertNameHereGameDev