Unreal Engine 5: One Course Solution For Dynamic Sky System

所在平台: Udemy

课程主页: https://www.udemy.com/course/unreal-engine-5one-course-solution-for-sky-weather-system/

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课程名称:Unreal Engine 5:动态天空系统的一站式解决方案 课程概述:欢迎参加Unreal Engine 5的动态天空和天气系统课程。在这门课程中,您将开始创建一个强大的天空系统,该系统包含动态昼夜循环、迷人的体积云、沉浸式雪天气(带有足迹和精细的雪粒子)、以及逼真的雨天(包括雨滴、积水和引人注目的闪电效果)。课程内容从基础开始。 第一部分,我们将创建基本的昼夜循环,引入星星、月亮和详细的变量,以微调天空系统的外观。学习创建蓝图动态天空演员,为我们的照明方案提供简化解决方案,并利用构造脚本构建基础的时间系统。 第二部分,我们将为动态天空系统引入2D云和体积云。通过创建蓝图枚举来定义不同的云模式,并增强之前部分的天空材质,使其无缝集成2D云。同时探索平面投影,提升体积云的真实感。 第三部分,我们将构建一个基础的地形,配备自动地形材质,使得纹理生成、三平面投影和坡度混合成为可能。我们将使用噪声纹理雕刻地形,并深入研究纹理生成和三平面投影的概念。 接下来的部分,我们将引入雪天气,包含足迹、雪粒子和动态雪混合。学习雪天气照明的知识,并创建雪混合蒙版以及使用材料参数集合来控制全球天气效果。 最后一部分,我们将探讨雨天,涵盖雨滴、积水、互动水花、闪电和后处理雨滴效果。在这部分中,我们将生成程序化积水,并通过自定义材质函数为水波生成进行深入研究。 本课程是您在线找到的最全面的天空和天气系统创建指南。课程中的应用任务和章节挑战将确保您理解每一步并能够进行复现。

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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.

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