This is a real time test map of a full day/night cycle simulation thanks to the Kismet environment possibilities in UDK engine.
Created by Ivan Tantsiura - PAPAM STUDIOS - www.papamstudios.com
- Traveling sun object
- Traveling lens flare
- Sun color transition [day time dependent]
- Light Shafts / "god rays" [morning / evening]
- Environment/sky light color and brightness transition
- Fully dynamic shadow maps [sun direction dependent]
- Scaling tessellation terrain / level of details [distance depending]
- Grass/plants [2 layers, distance from player dependent]
- World environment light turns off when entering interior spaces and goes back on when exiting [fade]
- Hight Fog color/density/distance/start distance transitions
- Day/Night sounds cross fade
- Water distortion-refraction/reflection [right now simulated reflections]
- Dynamic sun specular reflection in water
- Light color/direction/brightness dependent sky box
- Sky box texture cross fade [currently 3 textures]
- Dynamic clouds layers [light brightness/direction/color dependent]
- Sound effects cross fade [dependent on time of the day]
Features not achieved [for now]
- Dynamic self shadow maps on weapon [in interior still has sun color/specular]
- LightMass - secondary bounces do not work well with fully dynamic lights.
- Sounds cross fade achieved by moving the sound object away from hearing range, although the advantage of this allows having traveling sounds trough the world such as passing birds or wind.
- water reflections not real time actual reflections [allthough in tests it works - using capture entity and projection of environment map into water texture, has quite good effect but performance is quite bad so it was disabled for now].
[list of features will be updated]
Intel quad core 2.4ghrz
windows 7 64 bit
[older nvidia drivers to avoid performance slowdown bug in UDK on windows 7]
nvidia gforce 8800gt [BFG factory overclock]
UDK 2010 - 06 version
Textures used are not ours!
Hud, weapons and sounds - original UDK content
Resolution used while capturing - 1680x1050.
Captured using Fraps
Capture FPS - 30~ half size
Antiliasing - off
nvidia texture settings set to "performance"
The test map uses Kismet environment - the details/tutorial will be posted later - on [depending on the demand from the community]
Ah and the overall performance of the map is good-great.
Thanks for watching and reading.