Weather Simulation and Volumetric Clouds
Karl Tomasson, Kevin Sammalkivi, Kert Karsna
Description
The simulation of weather with the implementation of volumetric clouds. Volumetric clouds simulate real-world cloud formations, lighting, and movement where light is able to pass through them, creating realistic effects. Plan is to add more weather effects (rain, snow, thunderstorms) to furthermore elevate the simulation.
Github link: https://github.com/KarlTomasson/WeatherSimulationProject
Initial Progress Build (Windows, second level): https://owncloud.ut.ee/owncloud/s/rXxaacgAZrFE3qG
Final build version: https://owncloud.ut.ee/owncloud/s/eHHT7LqNXmMqQRA
Video:
In the final build, the levels are accessible via square portals, each resembling their respective levels. To get back to the starting level, go through the black portals, which are visible in every level
Project Installation Guide
- Install Unreal engine version 5.5
- Clone the repository to your computer
- Launch Unreal Engine 5.5 and click on the 'Browse' button to find where you cloned the repository and choose the "WeatherSim.uproject" to open the project
- If it gives an error regarding missing modules or a different engine version, then click on "Yes" if it asks to rebuild them.
- If there is a compile error after that, then right click on the ".uproject" file and choose "Generate Visual Studio project files".
Initial Progress
Currently there are two test levels created that show two different cloud types.
"test_level" consists of the necessary actors to create the base of a weather simulation. The 'VolumetricCloud' actor is the actor creating the very basic volumetric clouds that the Unreal Engine itself has already existing, alongside the other actors.
"test_level_BP_CMGenerator" level consists of specific cloud objects, so that every cloud can be changed separately or altogether. Trying out different materials and changing the parameters result in widely different cloud formations.
Final Release
Cloud types
We created three types of clouds (ordered as in the picture): rain clouds, cirrus clouds (kiudpilved) and cumulus clouds (rünkpilved). Each have their own respective blueprints, that consists of the built-in volumetric cloud actor, where the material instance parameters define the differences between these clouds.
Levels
We created three levels to match different weather types: a snowy map, a city park and an island. Snowy map showcases snow effects and cumulus clouds, city park map showcases rain effects and rain/snow clouds and island map showcases cirrus clouds and day-night cycle.
Weather and Day-Night Cycle system
We created a dynamic weather and day-night cycle using Blueprints. To turn on/off weather effects( snow and rain) we used float curves where on the x-axis we have time of the day and y-axis has values 0 or 1 - 0 means the effect is turned off and 1 means the weather effect is turned on.