Everett Gunther
Everett Gunther
  • Видео 11
  • Просмотров 588 754
Ultra Dynamic Sky - Product Video + Quick Start (V8 - Newest UE5 Version)
Purchase Ultra Dynamic Sky:
www.unrealengine.com/marketplace/en-US/product/6a1eafd3a6f34a929725585062b403a2
Ultra Dynamic Sky is a sky and weather blueprint asset, available on the unreal marketplace, for UE4 and UE5. This video covers the features available in Version 8, the current UE5 release for 5.1 and forward.
0:00 Intro
3:49 Setting Up Ultra Dynamic Sky
10:28 Setting Up Ultra Dynamic Weather
14:31 Adding Weather Material Effects
Просмотров: 41 674

Видео

Ultra Dynamic Sky - Product Video + Quick Start (V7 - UE 5.0)
Просмотров 311 тыс.2 года назад
Purchase Ultra Dynamic Sky: www.unrealengine.com/marketplace/en-US/product/6a1eafd3a6f34a929725585062b403a2 Ultra Dynamic Sky is a sky and weather blueprint asset, available on the unreal marketplace, for UE4 and UE5. This video covers the features available in version 7, for UE 5.0. 0:00 - Intro 3:40 - Setting Up Ultra Dynamic Sky 8:44 - Setting Up Ultra Dynamic Weather 11:55 - Adding Weather ...
Ultra Dynamic Sky: Intro to Dynamic Landscape Weather Effects + Weather Override Volumes (UE4)
Просмотров 51 тыс.3 года назад
This video is a quick rundown of the basic setup for the new Dynamic Landscape Weather Effects, added in the June 2021 update for UDS in 4.26. Also, a brief introduction of the new Weather Override Volumes, for applying weather to regions of a map.
Ultra Dynamic Sky - Product Video & Quick Start (4.26 - 4.27)
Просмотров 140 тыс.3 года назад
Ultra Dynamic Sky is a flexible and easy to use sky solution for Unreal Engine 4, featuring dynamic clouds, time of day, and weather. This video demonstrates the key features of the system, as well as the new additions for version 4.26. Purchase Ultra Dynamic Sky on the Unreal Engine Marketplace: www.unrealengine.com/marketplace/en-US/product/ultra-dynamic-sky Email me for any questions or prod...
Slice - Prototype Gameplay 5
Просмотров 1,9 тыс.7 лет назад
Prototype gameplay of an early puzzle from my game in development, Slice.
Slice - Prototype Gameplay 6
Просмотров 5927 лет назад
Prototype gameplay of an early puzzle from my game in development, Slice.
Slice - Prototype Gameplay 4
Просмотров 3457 лет назад
More prototype gameplay of my 2D puzzle game project.
Slice - Prototype Gameplay 3
Просмотров 2417 лет назад
More prototype gameplay of my 2D puzzle game project.
Slice - Prototype Gameplay 1
Просмотров 3907 лет назад
Early gameplay of a puzzle game with the working title Slice.
Slice - Prototype Gameplay 2
Просмотров 4207 лет назад
Gameplay of an early build of a puzzle game project with the working title Slice.
Lighthouse Shore: UE4 Environment Art - Everett Gunther
Просмотров 42 тыс.9 лет назад
A video of my Fall 2014 portfolio piece, rendered in Unreal Engine 4. My Portfolio: everettgunther.weebly.com Music: Foreground (Instrumental) - Grizzly Bear

Комментарии

  • @alexvega4803
    @alexvega4803 17 часов назад

    thank you !

  • @HD-GAMES
    @HD-GAMES День назад

    Aren't there any plans for any future projects as good as this... I mean I'd be happy to see something competing with FLUID FLUX with the same amount of craftsmanship as this project and at a lower price 😁 ... and the integration between the projects you will produce and this wonderful project

  • @mrgoodcatue5
    @mrgoodcatue5 День назад

    Is there any tutorial on how to add UDS to Slider widget? Best,

    • @everettgunther929
      @everettgunther929 5 часов назад

      The asset does include a widget blueprint called Onscreen Controls, with sliders for time/weather. You could use it directly or as a reference.

  • @FPV_Simulator
    @FPV_Simulator 2 дня назад

    Amazing asset! You make me look like a pro, and all I do is drag and drop! Thank you!

  • @ATUNAT.
    @ATUNAT. 3 дня назад

    the product is great. But there are far fewer instructional videos than it deserves. I recommend that you prepare a much more comprehensive and extensive tutorial.

  • @ThyTrueNightmare
    @ThyTrueNightmare 7 дней назад

    how easy would it be to set up cubic clouds, sun and moon. I am thinking about making a game that looks similar to how Minecraft does it, speficily the rethinking voxel's shader and how it makes square clouds

    • @everettgunther929
      @everettgunther929 7 дней назад

      For the sun and clouds, it would be a significant modification of the sky and cloud materials. Not something you could do just with the normal settings. The moon would be easier, as it has a simple exposed setting for a custom texture which could be square.

    • @ThyTrueNightmare
      @ThyTrueNightmare 7 дней назад

      @@everettgunther929 I could modify sky and cloud materials, at least I think that is within my skill set. thanks for the quick response

  • @maxan5707
    @maxan5707 8 дней назад

    Please add promo!! on UE5

  • @warmachine40k
    @warmachine40k 11 дней назад

    Compatible with 5.4.4?

  • @carlmarl6531
    @carlmarl6531 12 дней назад

    Can't seem to make the snow landscape effect render in far off distances -- draw distance is an issue for me here I think

    • @everettgunther929
      @everettgunther929 11 дней назад

      The effect will render into the infinite distance on its own. I would say make sure your landscape mesh isn't being swapped for something else in the distance like an HLOD.

  • @RobertOlson-u6i
    @RobertOlson-u6i 13 дней назад

    i have a scene with a sunrise and light fog, showcasing a lake house. For some reason I cant get the sun to show in the render. I get the reflections, i get the god rays, i get the glowing clouds, but the actual sun sphere or sun glow in the sky is missing. I haven't tried night shots yet, but just the day time shot is driving me crazy. Does anyone know why this is happening. Im using UE 5.4

    • @everettgunther929
      @everettgunther929 13 дней назад

      Sounds like something in the level is blocking or conflicting with the sky material at runtime? Get in touch at the support email if you want help troubleshooting. That's support@ultradynamicsky.com

  • @MetaArchitect
    @MetaArchitect 13 дней назад

    Awesome is there a way to change the sunlight during an animation?

    • @everettgunther929
      @everettgunther929 13 дней назад

      Like the color/intensity of the light? Sure, those are exposed to cinematics so you can keyframe them from a sequence. If you mean the angle of the light, that's also doable. Time of Day and other methods of moving the sun can be keyframed from a sequence.

  • @jiaxinsun9210
    @jiaxinsun9210 14 дней назад

    Been using it in every iteration, but the snow trails realy need some tweak to make it visually natural.

  • @Belarus9000
    @Belarus9000 15 дней назад

    When the ultra dynamic sky and weather is turned on, ambient occlusion does not work in the materials. Is there any way to fix this?

    • @everettgunther929
      @everettgunther929 15 дней назад

      The default ambient light in UDS is a movable sky light. The renderer using material AO in that context will depend on your project's rendering config mainly, as well as the engine version. It's not something UDS will interfere with itself.

    • @Belarus9000
      @Belarus9000 15 дней назад

      @@everettgunther929 Can you tell me how to enable display of AO map when adding UDS, with other default settings? I already broke my head..

    • @everettgunther929
      @everettgunther929 15 дней назад

      @@Belarus9000 Get in touch at the support email with the details of the context: the engine version, project's rendering config, what mobility of lights you're using, and I can try and help you out. That's support@ultradynamicsky.com

  • @miqseregg8538
    @miqseregg8538 16 дней назад

    I’m in shock

  • @javiermauriciovelasquezcas4523
    @javiermauriciovelasquezcas4523 17 дней назад

    anyone can help me please. not sure whiy my ultra dynamic sky not works , my weather effects not affects to my landscape rains not affects and not generate puddles please if someone help me really apppreciate a lot thanks

    • @everettgunther929
      @everettgunther929 15 дней назад

      You can get in touch at the support email for help. That's support@ultradynamicsky.com

  • @enrihenz1386
    @enrihenz1386 21 день назад

    Can this be use on a multiplayer open world game ? Does have replication? Im working on an open world video game and it needs to have replication. Answer asap please.

    • @everettgunther929
      @everettgunther929 21 день назад

      Yes, the time and weather are replicated by default.

    • @enrihenz1386
      @enrihenz1386 21 день назад

      @@everettgunther929 awesome. Bought.

  • @zatlanibrahim5438
    @zatlanibrahim5438 22 дня назад

    hey mate, awesome assets, bought it a long ago on older versions, now want to start using, do you know if there's a way to link your asset with archviz explorer ? like to click a button using widget from archviz explorer, and get different weather from your UDS ?

    • @everettgunther929
      @everettgunther929 22 дня назад

      It's not something I have any experience with myself. UDS does have a widget of its own, Onscreen Controls, which exposes basic time/weather controls on screen, if that's what you're looking for.

    • @zatlanibrahim5438
      @zatlanibrahim5438 2 дня назад

      @@everettgunther929actually I find the node to change weather, this is the best asset of unreal 🙏 thank you so much for creating it

  • @milenmirazchiyski1984
    @milenmirazchiyski1984 24 дня назад

    that's one of the most insane blueprint pack I've ever seen. Best plugin on the market and it's so affordable!

  • @motionboy2190
    @motionboy2190 25 дней назад

    Bro the clouds are getting invisible upon the landscape while I'm going upwards.

    • @everettgunther929
      @everettgunther929 25 дней назад

      Make sure you have set the volumetric cloud rendering mode, as shown at 5:37

    • @motionboy2190
      @motionboy2190 25 дней назад

      Thanks a lot❤

  • @jdesignsng
    @jdesignsng 25 дней назад

    is there a way to have cloud shadows while using path tracing?

    • @everettgunther929
      @everettgunther929 25 дней назад

      No, it's not something the path tracer is completely capable of. UDS' path tracer support works around this by having the lights dim down globally in high cloud coverage.

  • @Shakrahn_is_a_creative
    @Shakrahn_is_a_creative 25 дней назад

    How much is this?

  • @carljthatsme94
    @carljthatsme94 26 дней назад

    Ealisy the best plugin on the marketplace.

  • @neriverso
    @neriverso 26 дней назад

    I've been using for years and love! But with the new update I can't do the snow deph trace simulation. Looks like something is broken or something changed and I didn't notice. Even when I start a clean project there is no deph trace with DLWE component in character's foot. I tried in a clean project with default Unreal Manny to make sure. Also, in 5.4 I've been getting some For Each Loop With Break problems, don't know why. Always when I add UDS this problem appears in UDS Player Occlusion BP. Should I enable something more in 5.4 to work?

    • @neriverso
      @neriverso 26 дней назад

      Well... As I was writing I though "hmmm all For Each Loop With Break seems to have problem". So, for anyone that my have this problem. I changed de For Each Loop With Break node in the DLWE component for a new one and now works just beautiful as always.

    • @everettgunther929
      @everettgunther929 26 дней назад

      @@neriverso Strange, not an issue I've ever seen or had reported. I'd guess something went wrong with that node when loading and compiling the blueprint? Couldn't say why.

    • @neriverso
      @neriverso 26 дней назад

      @@everettgunther929 it's not a UDS problem, it's a Engine problem. I guess is something related to C++ code library and it's update to 5.4. Thank you for your support, I love UDS

  • @Ares9021
    @Ares9021 27 дней назад

    Can you make same but for a sea simulation ? :D

  • @ANH-1977
    @ANH-1977 27 дней назад

    Is it possible to have multiple suns/moons in the sky?

    • @everettgunther929
      @everettgunther929 27 дней назад

      You can add any number of moons/planets with the Space Layer features. For an additional sun (which operates as a light source) you would be limited to customizing the moon to look like a second sun, which you could do.

  • @zeez7777
    @zeez7777 28 дней назад

    Awesome product. Are there events for when daytime switches from day to night? Im trying to run code in some other BP when daytime changes from day to night.

    • @everettgunther929
      @everettgunther929 27 дней назад

      Yes, UDS has event dispatchers for sunset and sunrise you can bind to.

    • @zeez7777
      @zeez7777 27 дней назад

      @@everettgunther929 Thanks!

  • @manueljimenez4700
    @manueljimenez4700 28 дней назад

    Hi, first of all, the best plugin I've seen in the Unreal store, thank you very much for the excellent work. I have a question, I'm putting the Actor_Weather_Status component on my character, in a tick event I print the "Status" variables to better understand the component, when it rains Wet goes up to 1.0, that's fine, but Wet always goes up, even if I'm inside a building or cave. Am I missing something? I would really like a video for this component specifically.

    • @everettgunther929
      @everettgunther929 28 дней назад

      I'd say look to the variable Exposure Test Bounds and make sure that's set to something that will work for the actor. Those are the bounds which line traces will test against to see if the actor is exposed to the weather.

    • @manueljimenez4700
      @manueljimenez4700 27 дней назад

      @@everettgunther929 I found out what my problem is, I added a large collision sphere around my character to detect objects for various game mechanics. That sphere is being taken in the bounds and that's why the rain always collides with it. By changing the DrawDebugType of the LineTrace in "Trace Bounds For Exposure Values" I realized this. Thanks for your quick response. Now I'm going to modify Actor_Weather_Status a little to use the Custom Component for Bounds of Test Actor For Weather Exposure.

    • @manueljimenez4700
      @manueljimenez4700 27 дней назад

      @@everettgunther929 Oh forget it, I don't have to modify anything, changing Exposure Test Bounds to Root Component Bounds is enough

  • @yiyanluo2878
    @yiyanluo2878 Месяц назад

    IT IS CRAZY

  • @makeandkraftstudios
    @makeandkraftstudios Месяц назад

    Is it possible that I could have two suns in one place? I'm trying to recreate a tattoine scene for my unreal project so if you know anything I could do please help🫡

    • @everettgunther929
      @everettgunther929 29 дней назад

      You could customize the moon to look like a second sun. Or you could use the Space Layer to place a bright object next to the sun.

  • @ryanjones7105
    @ryanjones7105 Месяц назад

    This is truly fantastic wish I had found it earlier!

  • @diegoguedes9760
    @diegoguedes9760 Месяц назад

    What about stylized sky

  • @curiousity271
    @curiousity271 Месяц назад

    Love it❤ ❤❤❤❤Thanks

  • @Constantinesis
    @Constantinesis Месяц назад

    Hello. Does the wind affect Quixel Megascans trees ?

    • @everettgunther929
      @everettgunther929 Месяц назад

      Not without any additional work, but it can be done, sure. You would need to either A: Modify the megascan foliage controller to reference UDW for its wind state, B: Modify the foliage master material to reference UDW parameters for wind state, or C: replace the foliage wind effect entirely with UDW's generic Foliage Wind Movement function.

    • @Constantinesis
      @Constantinesis Месяц назад

      @@everettgunther929 Thanks !

  • @cescoaiel5336
    @cescoaiel5336 Месяц назад

    Can I use this to create an exoplanetary sky with binary suns and three(!) moon?

    • @everettgunther929
      @everettgunther929 Месяц назад

      You could potentially adjust the settings for the moon to make it appear like a second sun, and use the space layer to render the 3 moons.

  • @Gr8dame666
    @Gr8dame666 Месяц назад

    Yo, This is FUCKING CRAZY MAN! Best asset i've ever purchased.

  • @aryanbarure1479
    @aryanbarure1479 Месяц назад

    just purchased this after a loooooottt of consideration, but not gonna lie, instantly after placing it in my scene it looks better bruhh

  • @futureframe1985
    @futureframe1985 Месяц назад

    This plugin looks superb , but will unreal light works with Volumetric Clouds , i mean if i have to light like thuderstrom (withou using weather function) by placing unreal defaults light as per necesary, will it work ?

    • @everettgunther929
      @everettgunther929 Месяц назад

      I'm not sure exactly what you mean to ask. Understand, UDS light components are normal directional lights and a sky light, the same as exist in light actors. When using UDS you typically shouldn't add additional ones to your scene as they would conflict.

    • @futureframe1985
      @futureframe1985 Месяц назад

      my question is to make lighting inside volumetric clouds whereever i want. so it feels like there its about to rain and thunder lightning happening inside the volumetric clouds

    • @futureframe1985
      @futureframe1985 Месяц назад

      @@everettgunther929 12:16 there is a lightning inside clouds , the left side of lightning seems it is happening under clouds , the same thing i want to get where i put the point light inside clouds.

    • @futureframe1985
      @futureframe1985 14 дней назад

      @@everettgunther929 any chance to light clouds with point lights as per needed placement ? or with any other lightning materials ?

    • @everettgunther929
      @everettgunther929 14 дней назад

      @@futureframe1985 You could try using the cvar r.VolumetricCloud.EnableLocalLightsSampling 1 It's not something the UDS blueprint touches.

  • @NixCM
    @NixCM Месяц назад

    If i try to update this it says unnavailable for me now on epic MP?

    • @everettgunther929
      @everettgunther929 Месяц назад

      This would just be a launcher bug. I'd say try restarting the launcher, and if that doesn't work, you should contact Epic's marketplace support for help with troubleshooting a launcher issue.

    • @NixCM
      @NixCM Месяц назад

      @@everettgunther929 thanks! i see we can now paint the cloud density also? amazing! Kudos!

  • @Rehd66
    @Rehd66 Месяц назад

    Is there a way to block the landscape effects indoors? Like a blocking volume or something?

    • @everettgunther929
      @everettgunther929 Месяц назад

      Sure, the Weather Mask tools exist to mask material effect coverage in spaces. The readme entry "Masking Material Effect Coverage" goes over those.

    • @Rehd66
      @Rehd66 Месяц назад

      @@everettgunther929 Yes I found them, thank you. Didn't realize it would be a separate blueprint.

  • @dding_one1389
    @dding_one1389 Месяц назад

    How can i get good reflection of volumetric clouds in UDS? It seems very low quality.

    • @everettgunther929
      @everettgunther929 Месяц назад

      Reflections of the sky/clouds in unreal fall back to the sky light capture. Which by default is a low resolution. You could increase it if you need to, UDS doesn't set the value itself. It's "Cubemap Resolution" on the Captured Scene Sky Light component.

  • @TheIronMason
    @TheIronMason Месяц назад

    Do you have any plans to include a feature where the lighting can affect tbe landscape and create fires or damage trees, buildings etc?

    • @everettgunther929
      @everettgunther929 Месяц назад

      No, it would be pretty beyond the scope of the asset. There is the Lightning Flash Started event dispatcher on UDW, you could bind to that to trigger these additional effects from your own class.

  • @gaelromanet
    @gaelromanet Месяц назад

    Thank you so much for these amazing blueprints! I've just updated my survival game project with the latest version of Ultra Dynamic Sky, and it looks incredible. However, I noticed that I don't have the Volumetric Fog F3 options that are shown at 7:41 in the video. Am I missing an activation step, or is the version used in this video different from the latest version available on the marketplace? Any help would be greatly appreciated!

    • @everettgunther929
      @everettgunther929 Месяц назад

      The volumetric fog category has been there since V7, and is still there in V8, yes. Are you maybe in UE4? The last UDS release for UE4 was V6. This video covers the current UE5 release.

    • @gaelromanet
      @gaelromanet Месяц назад

      @@everettgunther929 I am using version 5.4.3. I mistakenly looked for the fog options in Ultra_Dynamic_Weather, but I now realize they are actually in Ultra_Dynamic_Sky. Sorry for the confusion.

  • @CM-cs3sy
    @CM-cs3sy Месяц назад

    I HAVE wasted so much money on crap systems and time for having to mess with those crap systems... I WISH I HAD FOUND THIS MONTHS AGO... you guys seem to understand that meaning of, "you can just drag it in and it works..." THANK YOU

  • @borrowedtruths6955
    @borrowedtruths6955 Месяц назад

    Since it first came out, I use this in almost every video I make. Perfect.

  • @ooiweiyan
    @ooiweiyan Месяц назад

    Hii, there is no surface weather effects in 5.4. Please help

    • @everettgunther929
      @everettgunther929 Месяц назад

      If the asset isn't there, it would have to be an older release of UDS before it existed? I'd suggest removing UDS from the project and adding again from the launcher, using Remove Local Content before, to force the launcher to redownload.

  • @imvisuals215
    @imvisuals215 Месяц назад

    My DLWE doesn’t work for some reason.

    • @everettgunther929
      @everettgunther929 Месяц назад

      If you've already run through the troubleshooting steps for that in the documentation, get in touch at the support email and I can try to help.

    • @imvisuals215
      @imvisuals215 Месяц назад

      @@everettgunther929 I figured it out. It was in the node. I had to connect it to the 1 vector. Unlike before where it worked automatically. Thanks

  • @imvisuals215
    @imvisuals215 Месяц назад

    Can we get a tutorial on the radial storm feature?

    • @everettgunther929
      @everettgunther929 Месяц назад

      There is an entry in the documentation on it, in the weather section.

    • @imvisuals215
      @imvisuals215 Месяц назад

      @@everettgunther929 Thanks 🫡🫡🫡

  • @micah64
    @micah64 Месяц назад

    the GOAT of assets

  • @KaliadderExperiments
    @KaliadderExperiments 2 месяца назад

    At 7:47, you demonstrate a beautiful moving foggy effect. for the life of me, I cannot get this to show up. I'm using UE 5.3.2. Thoughts on what I might be missing? Overall, this is a great tool, well worth the investment. Thanks!

    • @everettgunther929
      @everettgunther929 2 месяца назад

      I'd say make sure there is weather that contributes to the ground fog extinction (fog, rain, dust, snow). Also, when testing volumetric fog, make sure your editor scalability is at least at High. The engine's default scalability settings disable volumetric fog on low and medium shadow quality.

  • @predatorgaming164
    @predatorgaming164 2 месяца назад

    Best purchase I've ever made!