Hello ,
I d like know if it would be possible to edit the material shader of the google earth tiles with ultra dynamic weather , so that I could add snow or water aka rain to the scene , not just in the air but really on the ground … so far I couldn’t find the material … any ideas? or maybe its just not possible … many thanks in advance … cheers Tom.
The material that Cesium for Unreal uses to render tiles is called MI_CesiumThreeOverlaysAndClipping
and it’s found in the plugin’s Content/Materials/Instances
folder. Whether that can be modified to render rain or snow? I don’t know. It’s not obvious to me how to do it, at least.
Hey Kevin, thank you! Yes I actually found that material but I m not sure how to edit this … can I just import it into my ue seesion? Maybe the video made by the developer Everett Gunther explains it a bit better what I d like to achieve. At 00:44 you ll see the end result and at 12:00 you ll see how he implements the material function … so I wonder if this would be possible with cesium material for the tiles. … Cheers Tom.
Just copy it and paste it into your project using the Content Browser / Content Drawer in the UE Editor.
Sorry I can’t take the time to watch that video to understand whether the technique could be applied to a Cesium3DTileset. I suggest you try it and let us know how it goes.
Alright -thank you - I ll give it a try and let you know …
Hey Kevin, the first try was very successful … I have to admit that I forgot to switch on Show Developer Content that’s why I couldn’t see/find the material in the first place - now its obvious of course … I modified the gltf function by adding the UDW function for snow effects and voila; now I have a couple of sliders to control the appearance of the snow … next step is to implement the UDW function to add snow over time and to find a way to control a slope/angle value … so far so good … I ll keep you posted*
Hey Kevin, here are the results of my second try which was even more successful and actually the solution to my initial question. I did some research and figured that the snow function isn’t quite right and is also a legacy function now - there is a newer wet surface function - but the better solution is the dynamic landscape function directly in the base material. Now I can switch between all UDW presets and all adjustment sliders are working. I can also add snow over time which works in game mode and of course everything is keyframeable in the sequencer as well. To get the right lighting and shadow I can set the “Ignore KHR_materials_unlit” option via the cesium 3D tile actor and if I wanna have the Z vector respected (to have snow only shown on the ground and roofs etc) I have to set the “Generate Smooth Normals” option. For what I wanted to achieve I am very happy
I am trying to achieve the same effect as you have shown in the pics however even after trying everything as you did above and also trying to play with mi_cesiumThreeOverlay material, i get no result.
Is there anything specific i am missing?
Hey, I could make a video if that helps but that would include the same steps
hey mellowmesher. I tried once again by following your steps and it worked. Thanks for your contribution
Bro, how did you make it?Is it possible to record a video step by step.
I know it’s an old thread, but wondering if anyone else has been able to replicate this? I’m clearly missing a step—should I be modifying M_CesiumBaseMaterial or MI_CesiumThreeOverlaysAndClipping?
Hello, yes I could but I have to dive in again, its already a long time ago let me know if you re still interested .. cheers
Hey, a closer look at my screenshots reveals that is the BASE material .. and I also wrote “the better solution is the dynamic landscape function directly in the base material” – hope that helps ! have a good one
Thanks so much! Of course, selfishly, I’d love to follow along (and share) a video walkthrough, but even this info is very helpful—thanks for the response~
easy! no worries - let me know if this already helped - I ll take a look at this files the next days and make a video but if you follow my second try it should be fairly easy to get this effect working
Thanks! Will keep you posted!
Unfortunately i’m unable to use that scheme blueprint as there is a new dynamic_landscape_weather_effects (V3), the configuration is quite different….