Isolated portion of the sun rising from its full 20 minute cycle.
Isolated portion of the sun setting from its full 20 minute cycle.
Full TOD Cycles sped up to be two minutes from their twenty minute versions. The first two minutes are Camera 01's cycle, followed by a comp of my other four camera angles.
For this Environment I set out to create an outdoor scene with a Time of Day system. The goal being to continue my growth using Unreal Engine 5 and try all the new tools and techniques along the way. That being the focus, most assets came from the FAB marketplace or were created with in engine tools like Mega Plants.
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For the start of the project I found a concept online from KAVA Gaming Studio:
https://www.artstation.com/artwork/4N9Qb2.
I knew I wouldn't being matching everything perfectly with assets from FAB but it gave me direction to lean into.
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Once I had the scene blocked out, I created my displacement supported landscape material and found some foliage assets. I blended using Grass Types and PCG for foliage distribution and adjusted the plant materials as necessary. Mega Plants was next, the tools are awesome, but still limited in this early version (UE 5.7.4). The Mega Plant Tree's were distributed using PCG as well, since they are now skeletal assets instead of static using WPO. As for other assets I got from FAB, most of their edits were done in editor with the Modeling Tools, the dock models being the main exception.
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The Time of Day system itself is the Day Sequence plugin built into Unreal. The plugin is great and allowed getting things set up way quicker than making a TOD blueprint myself. I did created a TOD Manager blueprint though to manage the post process effects and event dispatchers over time within the scene. This scene was a lot of fun to work on and I hope you enjoyed checking it out.