Hi i hope u can help me :), Im using Landscape with open ground (mean no grass no trees) just few rocks and building. The problem is my landscape gives me zig zag lines as shadows when i set my light to dawn/dusk postion (around 25 30 degree angle). IT gets more worse when my players walk on the landscape giving me gian spot like shadow that is flickering. Any help would be highly apreciated :). ty
@hawk08ht I presume you are using dominating directional light with scatter shadows (dynamic). You can set the shadow quality i think in two places, one is shadow resolution and the other i don't remember. The quality setting change might fix it, highest setting not required, possible even very low settings. Don't forget, there's two settings that control shadow quality. Last thing - did you try playing in-game, not in the "editor"/"play from here"? it shows bad shadow lines usually in editor.
can you simulate shadows+light scatter with smoke/dust with the ue? some people elect to change the transparency of smoke but it doesnt seem realistic.
@VersatilityInfinite As far as i know the only way to make this effect is to use LightShafts, they can appear like in this video (when the sun sets down) or to have the shadow rays be actually dark, but when you look from the side (not toward the light) it becomes invisible. So i think it's not entirely the effect you describe, but it's close. I don't know of an other effect related to that for now.
One suggestion, enter the console command Showhud 0 to turn off the Heads Up Display in UDK.
Other ideas...
may want to try the console command FOV 120 which will change from the default 90 degree field of view to a wider 120 degrees.
Also as demo reel, it can also add some interest to change render modes mid "walkabout" by using the F7 key (default keybind) the render can be changed to vary the shader complexity, texture density, etc. for an interesting blend.
Very nice, as always. I do have to ask, both for myself and those in a little dev group I'm a part of: where did you get those grass/foliage models? We'd love to get our hands on something very similar, but just don't have the manpower to generate it ourselves.
@Driadon0@Driadon0 Thanks. The models are all mine, the Powerlines model is my friend's. The textures - reworked material from the internet, Some are in process of replacing to my own textures [including skyboxes] in order to be able to sell licenses for the map. Basically the plants are just textures on same mesh - about 3 planes crossed in the middle :)...
Check again, In September release you can still have the FOLIAGE layer after you add a material layer. [if you don't have material layer first, the foliage option will not be available.]
Well in any way, i created this layer before September, and then it got "broken" when i moved to September release so i had to recreate the grass. But it works.
that is amazing , im currently learning UDK and bits and bobs but wow sick stuff.
I would love to see a tutorial on how it is done if possible =]
TormyJai 2 months ago
Hi i hope u can help me :), Im using Landscape with open ground (mean no grass no trees) just few rocks and building. The problem is my landscape gives me zig zag lines as shadows when i set my light to dawn/dusk postion (around 25 30 degree angle). IT gets more worse when my players walk on the landscape giving me gian spot like shadow that is flickering. Any help would be highly apreciated :). ty
hawk08ht 6 months ago
@hawk08ht giant*
hawk08ht 6 months ago
@hawk08ht I presume you are using dominating directional light with scatter shadows (dynamic). You can set the shadow quality i think in two places, one is shadow resolution and the other i don't remember. The quality setting change might fix it, highest setting not required, possible even very low settings. Don't forget, there's two settings that control shadow quality. Last thing - did you try playing in-game, not in the "editor"/"play from here"? it shows bad shadow lines usually in editor.
ivangraphics 6 months ago
I enjoyed watching this video, are you going to make more?
conversebuddy93 6 months ago
@conversebuddy93 Donno :)
ivangraphics 6 months ago
Wait, i think u had December 2010 because it shows the date when this vid was published... Lol
SuperZero2719 6 months ago
Whoa, thats some good graphics there! What udk version do u have? Cause i will get udk soon... :D
SuperZero2719 6 months ago
@SuperZero2719 December 2010 :) last version that had FOLIAGE, But now it's back in a bit different form but checking it out.
ivangraphics 6 months ago
can you simulate shadows+light scatter with smoke/dust with the ue? some people elect to change the transparency of smoke but it doesnt seem realistic.
VersatilityInfinite 6 months ago
@VersatilityInfinite As far as i know the only way to make this effect is to use LightShafts, they can appear like in this video (when the sun sets down) or to have the shadow rays be actually dark, but when you look from the side (not toward the light) it becomes invisible. So i think it's not entirely the effect you describe, but it's close. I don't know of an other effect related to that for now.
ivangraphics 6 months ago
Is there a moon at night?
GrotesqueSteve 7 months ago
@GrotesqueSteve Nope :)
ivangraphics 7 months ago
@ivangraphics Still the best damn Day/Night cycle I have ever seen, cant wait for a tutorial :]
GrotesqueSteve 7 months ago
Really awesome, but the bird sounds was a bit too irritating, I think they might be a bit too repetitive.
theAcidBlues 9 months ago
too much audio!
sciman001 9 months ago
Looking good !
smajky 10 months ago
Looks very good.
One suggestion, enter the console command Showhud 0 to turn off the Heads Up Display in UDK.
Other ideas...
may want to try the console command FOV 120 which will change from the default 90 degree field of view to a wider 120 degrees.
Also as demo reel, it can also add some interest to change render modes mid "walkabout" by using the F7 key (default keybind) the render can be changed to vary the shader complexity, texture density, etc. for an interesting blend.
TCgpinstructor 10 months ago
Very nice, as always. I do have to ask, both for myself and those in a little dev group I'm a part of: where did you get those grass/foliage models? We'd love to get our hands on something very similar, but just don't have the manpower to generate it ourselves.
Driadon0 11 months ago
@Driadon0 @Driadon0 Thanks. The models are all mine, the Powerlines model is my friend's. The textures - reworked material from the internet, Some are in process of replacing to my own textures [including skyboxes] in order to be able to sell licenses for the map. Basically the plants are just textures on same mesh - about 3 planes crossed in the middle :)...
ivangraphics 11 months ago
Very nice! Can you tell me your system specs? What GPU are you using? Thanks!
redonix76 1 year ago
@redonix76 Thanks.
Intel quad core Q6600 2.4ghz
4 gb ram 800
geForce 8800gt (BFG Overclocked)
Win 7 64bit
ivangraphics 1 year ago
Very Nice
MujahideenDragon 1 year ago
awsome, just amazing !
JarroRus 1 year ago
you are doing an awesome work, I worked too in a day-night cycle, I think we can help each other.
And congrats, you made an awesome cycle. :D
AlphaChann 1 year ago
@AlphaChann THANKS :)
ivangraphics 1 year ago
how did you made the grass layer, in the september UDK you can't do it with terrain
AlphaChann 1 year ago
Check again, In September release you can still have the FOLIAGE layer after you add a material layer. [if you don't have material layer first, the foliage option will not be available.]
Well in any way, i created this layer before September, and then it got "broken" when i moved to September release so i had to recreate the grass. But it works.
ivangraphics 1 year ago