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These are the user uploaded subtitles that are being translated: 1 00:00:11,100 --> 00:00:12,666 Easy Fog is a lightweight 2 00:00:12,700 --> 00:00:15,200 elegant solution for adding localized fog 3 00:00:15,200 --> 00:00:19,300 clouds and mood to really polish up any environment 4 00:00:19,333 --> 00:00:20,566 in Unreal Engine 5 5 00:00:21,100 --> 00:00:22,400 if you've ever viewed the default 6 00:00:22,400 --> 00:00:24,000 exponential height walking unreal 7 00:00:24,000 --> 00:00:25,200 you'll know it's great 8 00:00:25,400 --> 00:00:27,533 but it's a bit tricky to art Direct 9 00:00:27,533 --> 00:00:29,333 and get the look you want with it 10 00:00:29,866 --> 00:00:30,266 that 11 00:00:30,266 --> 00:00:33,066 is where Easy Fog comes in and why it should be a part 12 00:00:33,066 --> 00:00:34,500 of your unreal toolbox 13 00:00:34,566 --> 00:00:35,600 using a blueprint here 14 00:00:35,600 --> 00:00:37,666 you can quickly adjust the fog's shape 15 00:00:37,666 --> 00:00:39,166 density and color 16 00:00:39,166 --> 00:00:42,166 to integrate it as well as possible into your level 17 00:00:42,300 --> 00:00:45,333 help make the fog match your sky and background color 18 00:00:45,466 --> 00:00:48,900 giving you complete control over its appearance 19 00:00:49,333 --> 00:00:51,933 you can even add wind effects however subtle 20 00:00:52,000 --> 00:00:54,300 to breathe a bit of life into your world 21 00:00:54,600 --> 00:00:57,666 etfog include 10 different fog alphas and 22 00:00:57,666 --> 00:01:01,133 10 matching normal maps to level up your fog or clouds 23 00:01:01,133 --> 00:01:03,366 by giving them a lot more volume 24 00:01:03,733 --> 00:01:06,533 I built this tool out of necessity for my own project 25 00:01:06,533 --> 00:01:10,333 because I needed a solution to place fog in a way that 26 00:01:10,366 --> 00:01:11,766 allowed me to tweak 27 00:01:11,866 --> 00:01:13,866 each individual fog card 28 00:01:13,933 --> 00:01:15,966 without material instances 29 00:01:16,100 --> 00:01:17,133 because that quickly 30 00:01:17,333 --> 00:01:20,066 bloat your content browser with a whole bunch of files 31 00:01:20,333 --> 00:01:21,666 with ethifog however 32 00:01:21,866 --> 00:01:23,666 all you need is the blueprint 33 00:01:23,766 --> 00:01:25,933 no additional materials are needed 34 00:01:26,300 --> 00:01:28,333 if this is the tool you would like to get your hands on 35 00:01:28,333 --> 00:01:31,200 I'm running a 50 off deal for the next week only 36 00:01:31,466 --> 00:01:33,600 you can purchase ethifog on gumroad or 37 00:01:33,600 --> 00:01:34,800 Art Station Marketplace 38 00:01:34,800 --> 00:01:36,100 you'll find a link down below 39 00:01:36,366 --> 00:01:36,966 now having 40 00:01:36,966 --> 00:01:39,400 shown you what ezfog is and what you can do with it 41 00:01:39,400 --> 00:01:42,066 let's jump into unreal so I can show you how to use it 42 00:01:42,066 --> 00:01:44,533 and we can get started with how to install it 43 00:01:46,866 --> 00:01:48,166 once you've downloaded ezfog 44 00:01:48,166 --> 00:01:50,533 you can unzip the folder and you'll get two 45 00:01:50,566 --> 00:01:51,566 additional folders here 46 00:01:51,566 --> 00:01:54,300 we've got 5.0.3 and 5.1 47 00:01:54,300 --> 00:01:56,366 initially i made ezfog on 48 00:01:56,766 --> 00:01:58,300 unreal engine 5.1 49 00:01:58,400 --> 00:02:00,566 if for whatever reason you're still on 5.0 50 00:02:00,966 --> 00:02:04,000 you'll have a working version of the build there 51 00:02:04,533 --> 00:02:06,466 so going into the 5.1 folder 52 00:02:07,600 --> 00:02:09,566 you're gonna have the Ezfog 53 00:02:09,566 --> 00:02:11,366 Unreal Engine project right here 54 00:02:11,566 --> 00:02:12,933 so I'm gonna go ahead and open 55 00:02:12,933 --> 00:02:14,333 this Unreal Engine project here 56 00:02:14,566 --> 00:02:14,900 and 57 00:02:14,900 --> 00:02:16,900 the first thing you see when you open up the project 58 00:02:16,900 --> 00:02:19,166 is the showcase level showing you 59 00:02:19,166 --> 00:02:20,366 each and every one of the 60 00:02:20,366 --> 00:02:23,500 10 different cloud alphas that come included with Ezfog 61 00:02:23,600 --> 00:02:25,500 additionally if you navigate to the 62 00:02:25,500 --> 00:02:27,300 level folder in the content browser 63 00:02:27,333 --> 00:02:28,100 you'll find 64 00:02:28,100 --> 00:02:30,266 Level Demo which I'm going to open up right here 65 00:02:30,266 --> 00:02:31,566 which showcases the more 66 00:02:31,700 --> 00:02:33,800 real world use case of ezfog 67 00:02:33,966 --> 00:02:36,133 so this may look a little underwhelming right now 68 00:02:36,133 --> 00:02:37,666 but I went ahead and added a 69 00:02:37,666 --> 00:02:39,900 camera for this level by going up here 70 00:02:40,300 --> 00:02:42,066 clicking on seq demo 71 00:02:42,600 --> 00:02:45,066 and clicking on the little camera icon right here 72 00:02:45,800 --> 00:02:48,500 and so I've included this level primarily to show you 73 00:02:48,500 --> 00:02:49,366 how it can work 74 00:02:49,366 --> 00:02:50,366 right out of the box 75 00:02:50,366 --> 00:02:52,266 to give you a good example of its potential 76 00:02:52,466 --> 00:02:55,666 now having the ezfog project is all fine and dandy but 77 00:02:55,733 --> 00:02:57,000 what if you wanted to just 78 00:02:57,066 --> 00:03:00,333 add ezfog to an existing unreal project 79 00:03:00,566 --> 00:03:01,900 you have two ways of doing this 80 00:03:02,400 --> 00:03:04,066 the easiest way is to use unreal 81 00:03:04,066 --> 00:03:05,466 built in migrate feature 82 00:03:05,466 --> 00:03:07,366 so we're going to go to the content browser 83 00:03:07,366 --> 00:03:10,266 and we're going to go to the Easyfog folder itself 84 00:03:10,266 --> 00:03:11,733 you're going to right click on it 85 00:03:11,900 --> 00:03:13,600 we're going to go to migrate 86 00:03:13,800 --> 00:03:16,266 click OK what you need to do now 87 00:03:16,266 --> 00:03:18,966 is you need to go to the content browser 88 00:03:18,966 --> 00:03:23,100 of your desired project that you want to copy Easyfog 2 89 00:03:23,200 --> 00:03:25,866 this entirely depends on where you have saved your 90 00:03:25,866 --> 00:03:26,900 Unreal Engine project 91 00:03:26,900 --> 00:03:29,533 so navigate to the Unreal project itself 92 00:03:29,600 --> 00:03:32,933 and you want to select the content folder 93 00:03:33,000 --> 00:03:34,966 okay so click on the content folder 94 00:03:35,800 --> 00:03:37,500 click on select folder now 95 00:03:37,500 --> 00:03:39,700 and just like that the Easy Fog folder 96 00:03:39,700 --> 00:03:41,300 will be correctly migrated 97 00:03:41,333 --> 00:03:43,666 to your desired Unreal Engine project 98 00:03:43,900 --> 00:03:44,933 alternatively 99 00:03:45,000 --> 00:03:46,200 the other way to do it 100 00:03:46,200 --> 00:03:48,266 is to manually copy the files over 101 00:03:48,266 --> 00:03:49,900 so in the 102 00:03:50,200 --> 00:03:51,066 Easy Fog folder 103 00:03:51,066 --> 00:03:53,333 that you downloaded from gumroad or any other 104 00:03:53,400 --> 00:03:54,800 marketplace you bought it from 105 00:03:55,000 --> 00:03:57,466 you can go to the content folder in that folder 106 00:03:57,800 --> 00:04:01,666 and copy the EZ Fog folder itself okay 107 00:04:02,100 --> 00:04:03,266 we're gonna copy that 108 00:04:04,100 --> 00:04:06,733 and here we're gonna have 109 00:04:06,733 --> 00:04:09,366 our desired target Unreal Engine project 110 00:04:09,366 --> 00:04:11,666 so again depending on where you have it saved 111 00:04:12,133 --> 00:04:15,300 navigate to wherever the unreal project is 112 00:04:15,700 --> 00:04:17,666 open up that content folder 113 00:04:17,933 --> 00:04:19,266 and you can just simply 114 00:04:19,466 --> 00:04:21,466 paste the EV Fog folder 115 00:04:21,533 --> 00:04:23,466 into your desired project 116 00:04:23,466 --> 00:04:26,133 and everything from there should work just fine 117 00:04:26,466 --> 00:04:28,200 so what I'm going to do now is I'm going to select 118 00:04:28,200 --> 00:04:29,900 all of my ezfog actors here 119 00:04:29,900 --> 00:04:31,300 and I'm going to delete them 120 00:04:32,000 --> 00:04:34,300 and we're going to start off from scratch 121 00:04:34,333 --> 00:04:36,333 to really give you a visual example of 122 00:04:36,333 --> 00:04:39,166 how I would use ezfog in a real world situation 123 00:04:39,600 --> 00:04:40,966 so to get started 124 00:04:41,000 --> 00:04:42,866 the only thing you need to do 125 00:04:42,900 --> 00:04:44,500 is we're going to go to the content browser 126 00:04:45,466 --> 00:04:48,266 we're going to go to the blueprint folder right here 127 00:04:48,366 --> 00:04:51,166 and you'll see here we've got the BP EZ fog 128 00:04:51,500 --> 00:04:53,166 drag and drop this into your level 129 00:04:53,966 --> 00:04:56,200 and we can rotate it into place like that 130 00:04:56,600 --> 00:04:59,166 like such and we can just move it up and scale it up 131 00:04:59,166 --> 00:05:00,366 as we see fit 132 00:05:00,400 --> 00:05:01,566 make it the size you want 133 00:05:01,866 --> 00:05:04,166 you can scale it up non uniformly however you want 134 00:05:04,166 --> 00:05:05,366 you can flip it around 135 00:05:05,533 --> 00:05:08,766 upside down however you like the choice is yours 136 00:05:08,900 --> 00:05:10,600 now with the blueprint in our scene 137 00:05:10,600 --> 00:05:11,366 let's go through 138 00:05:11,366 --> 00:05:12,133 each and every 139 00:05:12,133 --> 00:05:14,400 single one of the settings in the details panel 140 00:05:14,400 --> 00:05:15,966 so starting off 141 00:05:15,966 --> 00:05:18,700 with the core basics we've got base color Mabin 142 00:05:18,700 --> 00:05:21,500 that is the base color of your cloud 143 00:05:21,500 --> 00:05:23,066 so right now I've got to the very 144 00:05:23,366 --> 00:05:25,000 low key tileable texture 145 00:05:25,133 --> 00:05:28,400 this by default should work pretty good out of the box 146 00:05:28,400 --> 00:05:31,066 you pretty much never really need to touch that 147 00:05:31,466 --> 00:05:33,000 next we've got the opacity map 148 00:05:33,000 --> 00:05:35,000 and the opacity map is what's going to 149 00:05:35,066 --> 00:05:37,300 change the shape of your cloud 150 00:05:37,300 --> 00:05:38,466 so in order to change that 151 00:05:38,466 --> 00:05:40,366 let's click on the little browd button here 152 00:05:40,566 --> 00:05:43,300 and it's going to navigate in your content browser to 153 00:05:43,333 --> 00:05:44,266 the folder where 154 00:05:44,400 --> 00:05:47,333 each and every one of your cloud alphas are located 155 00:05:47,333 --> 00:05:49,466 so we've got 10 different ones here 156 00:05:49,500 --> 00:05:50,733 if I wanted to have 157 00:05:50,800 --> 00:05:53,400 let's say this cloud instead right here 158 00:05:53,700 --> 00:05:55,966 you'll see we've got a totally different cloud shape 159 00:05:55,966 --> 00:05:58,533 now if I wanted to use this one for example 160 00:05:58,733 --> 00:05:59,800 we can have that too 161 00:05:59,900 --> 00:06:03,266 if we wanted to use a very simple radio fog like this 162 00:06:03,333 --> 00:06:04,533 we can have that too 163 00:06:04,733 --> 00:06:05,900 the radio fog 164 00:06:05,900 --> 00:06:08,700 is probably my favorite for really establishing some 165 00:06:08,766 --> 00:06:12,066 very subtle localized fog in your level 166 00:06:12,266 --> 00:06:15,066 this is often what I like to start my level off with 167 00:06:15,266 --> 00:06:16,466 just establishing some 168 00:06:16,466 --> 00:06:18,533 localized pockets of fog in our level 169 00:06:18,566 --> 00:06:22,400 is a great way to get started and instantly 170 00:06:22,800 --> 00:06:25,166 add some mood to your scene right 171 00:06:25,666 --> 00:06:27,333 it doesn't get any easier than that 172 00:06:27,333 --> 00:06:27,800 so for now 173 00:06:27,800 --> 00:06:29,966 I'm just going to go ahead and use the default one 174 00:06:30,866 --> 00:06:32,366 next we've got the normal map slot 175 00:06:32,366 --> 00:06:34,966 and we're going to jump into that a little bit later 176 00:06:35,000 --> 00:06:35,533 but really 177 00:06:35,533 --> 00:06:37,800 this is where you assign the desired normal map 178 00:06:37,800 --> 00:06:38,600 you'll see 179 00:06:38,600 --> 00:06:41,133 each and every single one of the cloud Alphas 180 00:06:41,133 --> 00:06:43,400 has their own respective normal map 181 00:06:43,533 --> 00:06:44,100 with it 182 00:06:44,100 --> 00:06:46,333 so in general you're going to want to make sure that 183 00:06:46,466 --> 00:06:48,333 the noble map you use 184 00:06:48,466 --> 00:06:51,200 matches the opacity map that you're using right 185 00:06:51,500 --> 00:06:53,400 next up we have base color tint 186 00:06:53,400 --> 00:06:55,566 that is how we go ahead and add a color 187 00:06:55,700 --> 00:06:58,966 to our fog to really help it match the sky itself 188 00:06:58,966 --> 00:07:00,666 so for example if I wanted to 189 00:07:00,766 --> 00:07:02,866 match the color of the sky here 190 00:07:03,066 --> 00:07:05,700 we're going to go ahead and use the eyedropper tool 191 00:07:05,866 --> 00:07:07,333 and just click let's say 192 00:07:07,500 --> 00:07:08,766 here like that 193 00:07:09,000 --> 00:07:11,466 of course it's going to be too dark right 194 00:07:11,566 --> 00:07:12,366 but it's okay 195 00:07:12,800 --> 00:07:13,300 we're gonna go 196 00:07:13,300 --> 00:07:15,600 click on here again and bump up that brightness 197 00:07:15,600 --> 00:07:18,533 at least we have the correct hue now 198 00:07:18,700 --> 00:07:20,566 so from there it's just a matter of 199 00:07:21,166 --> 00:07:22,166 tweaking and getting 200 00:07:22,300 --> 00:07:25,733 roughly the right saturation and the right value 201 00:07:25,766 --> 00:07:27,700 for the cloud to kind of blend into your 202 00:07:27,900 --> 00:07:28,966 sky correctly 203 00:07:29,333 --> 00:07:31,466 next we have base color contrast 204 00:07:31,466 --> 00:07:32,133 and that's kind of 205 00:07:32,133 --> 00:07:34,000 where it's going to help the cloud here 206 00:07:34,133 --> 00:07:36,366 fit in a little bit better in our scene 207 00:07:36,400 --> 00:07:37,966 you'll see because of the base color map 208 00:07:37,966 --> 00:07:39,266 we've got the tiling 209 00:07:39,533 --> 00:07:40,500 cloud texture 210 00:07:40,600 --> 00:07:41,800 you'll see these little 211 00:07:41,800 --> 00:07:42,866 patches of dark 212 00:07:42,866 --> 00:07:44,466 are a little bit too strong for my taste 213 00:07:44,466 --> 00:07:46,300 and of course depends on your theme 214 00:07:46,300 --> 00:07:47,766 there's no magical setting here 215 00:07:47,933 --> 00:07:50,166 none of the settings here will work 216 00:07:51,133 --> 00:07:53,166 100 percent of the time in every single environment 217 00:07:53,166 --> 00:07:54,200 you're going to have to 218 00:07:54,200 --> 00:07:56,066 massage and finesse your settings 219 00:07:56,066 --> 00:07:57,600 based on your level 220 00:07:58,400 --> 00:07:59,700 but for now I'm going to 221 00:07:59,700 --> 00:08:01,800 turn the base color contrast to a negative value 222 00:08:01,800 --> 00:08:03,600 to reduce that contrast 223 00:08:03,600 --> 00:08:04,700 you'll see a little bit right here 224 00:08:04,700 --> 00:08:06,600 if I put to like minus point four 225 00:08:07,466 --> 00:08:11,166 now we kind of got rid of that ugly black splotch there 226 00:08:11,300 --> 00:08:12,900 so already this kind of 227 00:08:13,666 --> 00:08:15,133 feels a little bit more neutral 228 00:08:15,266 --> 00:08:17,700 and blends into the sky a little bit better 229 00:08:18,800 --> 00:08:20,133 next we have base color intensity 230 00:08:20,133 --> 00:08:22,500 and that's kinda again like the name says 231 00:08:22,500 --> 00:08:23,600 we can increase 232 00:08:23,600 --> 00:08:26,566 the intensity of the base color texture itself 233 00:08:26,866 --> 00:08:28,566 next we have emissive intensity 234 00:08:28,566 --> 00:08:30,466 and you might not think that clouds emit light 235 00:08:30,466 --> 00:08:31,400 because they don't 236 00:08:32,466 --> 00:08:34,966 but the emissive intensity is 237 00:08:34,966 --> 00:08:37,766 really the one I use the most often for really 238 00:08:38,366 --> 00:08:39,666 finessing in art directing 239 00:08:39,666 --> 00:08:41,666 my fall cards as much as possible 240 00:08:41,666 --> 00:08:43,533 so if I hit the total like point 3 241 00:08:44,500 --> 00:08:47,133 if I hit the 0 you'll see it just gets too dark 242 00:08:47,666 --> 00:08:49,100 it's really like pitch black right 243 00:08:49,100 --> 00:08:51,166 even though my base color is kind of bright 244 00:08:51,733 --> 00:08:54,366 that's because these fog cards are lit right 245 00:08:54,366 --> 00:08:56,900 so if I rotate it perpendicular to the sun right here 246 00:08:56,900 --> 00:08:58,900 you'll see it actually gets lit correctly 247 00:08:59,900 --> 00:09:03,266 but we don't really want our fog card to be lit quite 248 00:09:04,133 --> 00:09:06,333 the way that static meshage would be lit right 249 00:09:06,366 --> 00:09:07,166 and that's where 250 00:09:07,166 --> 00:09:09,366 the intermissive intensity comes in handy 251 00:09:09,366 --> 00:09:11,866 so like 3 is usually a good starting point 252 00:09:12,133 --> 00:09:14,000 and just like that we're already 253 00:09:14,366 --> 00:09:17,900 it is blending into our sky pretty well 254 00:09:17,933 --> 00:09:19,000 I hope you can see in the video 255 00:09:19,000 --> 00:09:21,266 but we do have a nice gradient here across 256 00:09:21,266 --> 00:09:22,700 the faug card itself 257 00:09:23,066 --> 00:09:24,966 next we have normal map intensity 258 00:09:24,966 --> 00:09:27,100 and that's where things start getting interesting 259 00:09:27,100 --> 00:09:29,166 so I'm gonna set this to 1 260 00:09:29,466 --> 00:09:30,400 and you'll see of course 261 00:09:30,400 --> 00:09:30,700 nothing 262 00:09:30,700 --> 00:09:33,000 happened because we haven't assigned normal map to it 263 00:09:33,000 --> 00:09:35,933 yet so I'm gonna go make sure that I'm going to 264 00:09:35,933 --> 00:09:37,600 select the correct normal map 265 00:09:37,600 --> 00:09:39,100 which is this one right here 266 00:09:40,700 --> 00:09:41,966 drag and drop that here 267 00:09:42,400 --> 00:09:43,466 and you'll see already 268 00:09:43,733 --> 00:09:45,766 it was subtle but there was a change there 269 00:09:46,200 --> 00:09:48,200 see before and after 270 00:09:48,666 --> 00:09:51,000 before and after we're getting a little bit of extra 271 00:09:51,200 --> 00:09:53,800 volume in this cloud like this 272 00:09:54,133 --> 00:09:54,800 so if I were to 273 00:09:54,800 --> 00:09:56,866 exaggerate the normal map intensity here 274 00:09:56,866 --> 00:09:58,200 to something like 5 275 00:09:58,500 --> 00:09:59,300 you'll see 276 00:09:59,533 --> 00:10:01,066 suddenly we get 277 00:10:01,133 --> 00:10:03,166 way more volume to our cloud 278 00:10:03,166 --> 00:10:04,900 it's starting to feel like a real cloud 279 00:10:04,900 --> 00:10:06,600 now if I turn this off 280 00:10:07,100 --> 00:10:09,300 back to 0 back to 5 281 00:10:11,333 --> 00:10:13,866 you'll see it's a tremendous difference 282 00:10:13,966 --> 00:10:16,366 just a reminder none of just is volumetric 283 00:10:16,533 --> 00:10:19,400 and yes in theory volumetric clouds are 284 00:10:19,600 --> 00:10:21,800 better so to speak absolutely but 285 00:10:22,000 --> 00:10:23,666 this way with ezfog 286 00:10:23,666 --> 00:10:26,466 it makes it a whole lot easier to just place 287 00:10:26,666 --> 00:10:28,200 very specific clouds 288 00:10:28,200 --> 00:10:29,866 in very specific locations 289 00:10:29,866 --> 00:10:31,266 to get the look that you want 290 00:10:31,533 --> 00:10:32,566 next we have 291 00:10:32,866 --> 00:10:34,300 fog density right here 292 00:10:34,300 --> 00:10:36,766 it's how dense your fog cards will be 293 00:10:36,966 --> 00:10:39,366 so if I were to reduce this to something like 5 294 00:10:39,366 --> 00:10:42,566 you'll see as I adjusted it really changes the opacity 295 00:10:42,566 --> 00:10:43,766 of the cloud itself 296 00:10:44,000 --> 00:10:46,600 next up is where things get really interesting and 297 00:10:46,600 --> 00:10:48,100 the geometry fading distance 298 00:10:48,100 --> 00:10:49,866 is probably my favorite setting 299 00:10:49,966 --> 00:10:50,933 in Easy Fog 300 00:10:50,966 --> 00:10:53,733 so you'll see here that we've got a default of 1000 301 00:10:53,733 --> 00:10:54,933 if I set it to 0 302 00:10:55,300 --> 00:10:58,966 notice how now the fog really clips with the landscape 303 00:10:59,666 --> 00:11:01,066 it does not look very good 304 00:11:01,066 --> 00:11:03,266 and this is what would typically happen with 305 00:11:03,366 --> 00:11:04,333 fault cards 306 00:11:04,666 --> 00:11:07,500 that don't have the geometry fading built in 307 00:11:07,666 --> 00:11:09,166 so it doesn't look very good 308 00:11:09,166 --> 00:11:11,933 but as we increase the geometry fading distance 309 00:11:12,700 --> 00:11:14,566 like this you'll see we can suddenly 310 00:11:14,566 --> 00:11:17,533 start having it blend into the landscape completely 311 00:11:17,533 --> 00:11:18,400 seamlessly 312 00:11:18,533 --> 00:11:21,533 and taking a look at this example from the snowy scene 313 00:11:21,533 --> 00:11:22,500 you can use the 314 00:11:22,500 --> 00:11:25,200 geometry fading distance to really help the fog hard 315 00:11:25,466 --> 00:11:27,266 blend in with the tree like this 316 00:11:27,300 --> 00:11:30,700 it just helps the fog feel a lot more betterer 317 00:11:31,166 --> 00:11:32,933 so feel free to experiment with that 318 00:11:33,266 --> 00:11:36,366 next we have the camera fading distance and that 319 00:11:36,466 --> 00:11:38,266 is a pretty interesting one 320 00:11:38,266 --> 00:11:39,700 and it might not be immediately 321 00:11:39,700 --> 00:11:42,100 obvious what it does because if I set this to 0 322 00:11:42,266 --> 00:11:43,200 and back to 1000 323 00:11:44,300 --> 00:11:45,900 you'll see nothing changes 324 00:11:45,966 --> 00:11:47,266 but let me demonstrate 325 00:11:47,266 --> 00:11:48,700 if I move the camera 326 00:11:49,166 --> 00:11:50,366 all the way over here 327 00:11:50,866 --> 00:11:54,500 notice how as the camera goes through the cloud itself 328 00:11:55,000 --> 00:11:57,733 it just fades away doesn't clip suddenly 329 00:11:57,933 --> 00:11:59,300 if I were to set 330 00:11:59,300 --> 00:12:01,900 the camera fading distance to something like zero again 331 00:12:03,000 --> 00:12:04,200 you'll notice that 332 00:12:05,166 --> 00:12:06,400 we get this popping 333 00:12:07,166 --> 00:12:09,066 right it doesn't look very good 334 00:12:09,066 --> 00:12:10,933 there's no seamless transition 335 00:12:10,933 --> 00:12:12,933 and that is where the camera fading distance comes in 336 00:12:12,933 --> 00:12:13,400 really handy 337 00:12:13,400 --> 00:12:15,400 if you want to have like an establishing shot 338 00:12:15,400 --> 00:12:16,533 of the camera kind of 339 00:12:16,600 --> 00:12:18,466 emerging through the cloud like this 340 00:12:18,866 --> 00:12:20,966 you would need to have the camera fading distance 341 00:12:20,966 --> 00:12:23,700 and so that's why I have a default value of 1000 342 00:12:23,800 --> 00:12:26,100 now you'll see the camera just blends in 343 00:12:26,366 --> 00:12:27,933 through it seamlessly 344 00:12:28,333 --> 00:12:30,066 it's a good little setting to know about 345 00:12:30,333 --> 00:12:32,100 next up we have the Cache Shadow option 346 00:12:32,100 --> 00:12:34,266 but this is not going to work by default 347 00:12:34,266 --> 00:12:36,066 because it only works 348 00:12:36,100 --> 00:12:39,266 if you're using ray traced shadows in your theme 349 00:12:39,266 --> 00:12:40,466 so if you're using alumin 350 00:12:41,366 --> 00:12:43,600 the Cache Shadows option here is not going to do 351 00:12:43,600 --> 00:12:44,400 anything 352 00:12:45,000 --> 00:12:45,866 just so you know 353 00:12:46,133 --> 00:12:48,966 and now we have one last trick of our sleeve 354 00:12:48,966 --> 00:12:50,900 and that is the wind control 355 00:12:50,900 --> 00:12:54,200 so you'll see right here we've got wind yes or no 356 00:12:54,400 --> 00:12:56,366 it's a value between 0 and 1 357 00:12:56,400 --> 00:12:57,733 I'm gonna put this to 1 358 00:12:57,733 --> 00:12:58,933 and you'll notice that 359 00:12:58,966 --> 00:13:01,066 okay we kinda lost our cloud here 360 00:13:01,066 --> 00:13:02,400 doesn't look nearly as 361 00:13:02,566 --> 00:13:04,500 dent or opaque that used to be right 362 00:13:04,500 --> 00:13:07,066 so due to the way that I made 363 00:13:07,100 --> 00:13:08,466 the fog material 364 00:13:08,466 --> 00:13:10,000 you're going to need to compensate 365 00:13:10,000 --> 00:13:12,400 with emissive intensity or fog density 366 00:13:12,400 --> 00:13:15,133 to bring it back up to how it looked previously 367 00:13:15,133 --> 00:13:15,800 so 368 00:13:15,800 --> 00:13:18,900 I'm going to increase the emissive to something like 6 369 00:13:18,900 --> 00:13:19,400 now you'll see that 370 00:13:19,400 --> 00:13:22,066 the wind is kind of moving in a downward pattern 371 00:13:22,400 --> 00:13:23,000 but don't worry 372 00:13:23,000 --> 00:13:25,900 we can choose the exact directionality of the wind 373 00:13:26,166 --> 00:13:28,800 with the wind speed y and the wind speed X right here 374 00:13:28,800 --> 00:13:30,900 so if I were to set this to something like 500 375 00:13:31,600 --> 00:13:35,400 is that the wind speed to let's say minus 100 376 00:13:36,000 --> 00:13:38,400 you'll see now we've kind of changed the rough 377 00:13:38,500 --> 00:13:40,566 directionality of the wind here 378 00:13:40,800 --> 00:13:41,733 now of course 379 00:13:41,733 --> 00:13:44,900 I've exaggerated the speed for demonstration purposes 380 00:13:44,933 --> 00:13:45,966 just keep that in mind 381 00:13:45,966 --> 00:13:47,933 we can also choose the noise tiling 382 00:13:47,933 --> 00:13:50,266 so if I increase this value to something like ear point 383 00:13:50,333 --> 00:13:51,133 08 384 00:13:51,366 --> 00:13:52,133 you'll see 385 00:13:52,133 --> 00:13:55,100 now we've kind of changed the tiling of that noise 386 00:13:55,100 --> 00:13:56,666 swirly pattern in it 387 00:13:56,800 --> 00:13:59,566 and lastly we've got the wind noise contract and again 388 00:13:59,600 --> 00:14:00,400 it's going to change 389 00:14:00,400 --> 00:14:02,166 the contract of the wind pattern in it 390 00:14:02,166 --> 00:14:04,166 so if I increase that like this 391 00:14:04,533 --> 00:14:05,333 you'll see 392 00:14:06,200 --> 00:14:08,900 now we're really getting some strong contrast there 393 00:14:09,366 --> 00:14:12,100 if I reduce it to a negative value you can kind of just 394 00:14:12,366 --> 00:14:15,933 reduce the intensity of the swirling in it 395 00:14:16,300 --> 00:14:16,900 again 396 00:14:16,900 --> 00:14:19,566 taking a look at the example in this other level here 397 00:14:19,700 --> 00:14:21,700 I've used the wind settings here 398 00:14:21,966 --> 00:14:24,200 to add a little bit of ground fog 399 00:14:24,566 --> 00:14:25,366 in our scene 400 00:14:25,366 --> 00:14:28,200 so this is a very handy little tool to know about 401 00:14:28,300 --> 00:14:31,100 so what I'm going to do now is I'm going to re 402 00:14:31,100 --> 00:14:33,866 add all the fog cards in the scene to show you 403 00:14:33,866 --> 00:14:37,900 how I would use Eeveefog in a real world situation 404 00:14:37,900 --> 00:14:40,133 all right so let's get started 405 00:14:40,766 --> 00:14:43,366 usually what I like to do is I like to establish the 406 00:14:43,500 --> 00:14:45,200 core basics Firth 407 00:14:45,200 --> 00:14:46,300 really the main 408 00:14:46,300 --> 00:14:48,600 elements of fog that I the one that really 409 00:14:48,700 --> 00:14:50,733 stand out and what I like to do is 410 00:14:50,733 --> 00:14:52,533 looking at these references right here 411 00:14:52,533 --> 00:14:56,200 I love that Misty low hanging 412 00:14:56,300 --> 00:14:59,200 foggy clouds that you see on the West Coast 413 00:14:59,200 --> 00:15:00,966 so I'm gonna try and mimic that 414 00:15:00,966 --> 00:15:02,266 on these mountains right here 415 00:15:02,266 --> 00:15:05,266 so I'm gonna start by switching my fog alpha here 416 00:15:05,266 --> 00:15:06,933 I'm gonna use this one instead 417 00:15:07,066 --> 00:15:08,533 just that's a rough basic 418 00:15:08,900 --> 00:15:10,800 and so right now we've got a pretty huge one 419 00:15:10,800 --> 00:15:12,900 this is massive I may have to scale this down 420 00:15:12,933 --> 00:15:14,900 but I like establishing the shape of things 421 00:15:14,900 --> 00:15:15,800 pretty early on 422 00:15:16,400 --> 00:15:18,066 I'm going to move just like that here 423 00:15:21,966 --> 00:15:23,100 something like this 424 00:15:23,766 --> 00:15:24,933 and I'm going to 425 00:15:24,933 --> 00:15:27,533 duplicate it by holding the alt key and moving 426 00:15:27,933 --> 00:15:29,733 and I'm going to change the alpha again 427 00:15:29,733 --> 00:15:31,166 I'm going to use this one right here 428 00:15:31,766 --> 00:15:34,100 and use the correct normal map as well 429 00:15:35,133 --> 00:15:36,700 and remove this here 430 00:15:37,166 --> 00:15:38,566 scroll it down like that 431 00:15:38,566 --> 00:15:40,333 I like the fog alpha because they already 432 00:15:40,333 --> 00:15:41,200 kind of had that 433 00:15:41,266 --> 00:15:42,866 swirliness in them right 434 00:15:42,966 --> 00:15:45,500 again looking at the snowy environment I made 435 00:15:46,066 --> 00:15:49,600 right over here this is the classic use case of how I 436 00:15:50,166 --> 00:15:53,066 achieve that swirly low hanging fog look 437 00:15:53,066 --> 00:15:54,700 it's all thanks to these alphas 438 00:15:54,700 --> 00:15:57,100 again I'm gonna duplicate this add another one here 439 00:15:59,566 --> 00:16:00,366 and 440 00:16:01,133 --> 00:16:02,533 rotate it into place 441 00:16:02,933 --> 00:16:03,333 I got to 442 00:16:03,333 --> 00:16:05,600 move it maybe a little bit closer to the camera like 443 00:16:05,600 --> 00:16:06,400 that 444 00:16:07,766 --> 00:16:09,366 and move it like that 445 00:16:11,333 --> 00:16:12,700 again this might be too much 446 00:16:12,700 --> 00:16:14,366 it's probably overkilled but again 447 00:16:14,766 --> 00:16:15,800 we can control 448 00:16:15,933 --> 00:16:17,800 a whole lot of things we can increase the 449 00:16:18,100 --> 00:16:20,200 geometry fading distance we can reduce the 450 00:16:20,300 --> 00:16:21,333 missive intensity 451 00:16:21,666 --> 00:16:22,266 point two 452 00:16:22,266 --> 00:16:24,166 and reduce the normal map intensity like point 453 00:16:24,166 --> 00:16:26,266 one or point five just a little something 454 00:16:26,500 --> 00:16:27,866 or just kind of 455 00:16:28,366 --> 00:16:31,300 really were kit bashing clouds in our scene 456 00:16:31,500 --> 00:16:33,533 again I'm gonna duplicate this I'm gonna add 457 00:16:35,166 --> 00:16:37,600 and let's say I'm gonna let's say what else we got here 458 00:16:37,600 --> 00:16:38,566 I'm gonna try 459 00:16:39,333 --> 00:16:40,266 maybe this one 460 00:16:40,500 --> 00:16:41,200 like that 461 00:16:41,200 --> 00:16:43,733 and I'm going to use that kind of a low hanging one 462 00:16:44,000 --> 00:16:45,933 in the foreground just come around 463 00:16:45,933 --> 00:16:47,100 so something like this 464 00:16:47,600 --> 00:16:50,000 over here duplicate that like that 465 00:16:50,566 --> 00:16:54,533 like this it is quite literally almost like kit bashing 466 00:16:54,933 --> 00:16:56,900 I'm going to rotate it invert it like this 467 00:16:57,933 --> 00:16:58,733 that 468 00:16:59,100 --> 00:16:59,400 cool so 469 00:16:59,400 --> 00:16:59,533 now 470 00:16:59,533 --> 00:17:01,766 we kind of get this low hanging fog in a foreground 471 00:17:02,166 --> 00:17:04,300 and next before I get too carried away 472 00:17:04,300 --> 00:17:05,800 I want to show you something that I actually 473 00:17:05,800 --> 00:17:07,166 loved using EV fog for 474 00:17:07,300 --> 00:17:10,133 and that is if I duplicate this over here 475 00:17:10,166 --> 00:17:10,966 I always liked 476 00:17:10,966 --> 00:17:13,266 occluding the tops of mountains with clouds 477 00:17:13,266 --> 00:17:15,166 because again looking at reference 478 00:17:15,866 --> 00:17:17,100 on really foggy days 479 00:17:17,100 --> 00:17:20,000 the tops of mountains are almost always occluded 480 00:17:20,000 --> 00:17:21,133 it's low there's 481 00:17:21,133 --> 00:17:21,900 a foggy day 482 00:17:21,900 --> 00:17:24,900 you don't see very high up because of that low pressure 483 00:17:25,100 --> 00:17:27,300 in the atmosphere or high pressure 484 00:17:27,333 --> 00:17:29,066 I don't know I'm not a meteorologist 485 00:17:29,400 --> 00:17:32,266 but what I like to do is I like using the smooth 486 00:17:32,266 --> 00:17:33,600 radial Alpha here 487 00:17:34,266 --> 00:17:37,733 like this and really it doesn't have much texture to it 488 00:17:37,866 --> 00:17:40,133 but the reason I like to use it is for the following 489 00:17:40,133 --> 00:17:41,066 I'm going to scale this 490 00:17:41,066 --> 00:17:43,166 way up to something really large 491 00:17:43,500 --> 00:17:45,600 and scale in one axis like that 492 00:17:46,466 --> 00:17:49,000 and just like that you'll see 493 00:17:49,466 --> 00:17:51,566 just having a fog card with a very high 494 00:17:52,133 --> 00:17:54,366 geometry fading distance value like this 495 00:17:55,700 --> 00:17:56,266 it kind of 496 00:17:56,266 --> 00:17:59,000 helped simulate the exponential height fog in Unreal 497 00:17:59,000 --> 00:18:00,933 Engine now to be clear 498 00:18:01,300 --> 00:18:03,900 EV fog is not intended to replace 499 00:18:03,900 --> 00:18:05,100 the exponential height fog 500 00:18:05,100 --> 00:18:07,466 it is meant to be used along sided 501 00:18:07,500 --> 00:18:09,300 at a complement of a sort 502 00:18:09,566 --> 00:18:12,800 so we've got this here I'm going to duplicate that 503 00:18:12,966 --> 00:18:14,400 I'm going to move it closer 504 00:18:14,400 --> 00:18:15,966 and I'm going to scale it down 505 00:18:17,666 --> 00:18:18,666 just so that 506 00:18:18,666 --> 00:18:21,133 it's really just going to clip the top of the mountain 507 00:18:21,133 --> 00:18:23,800 then just they'll close it a little bit like that 508 00:18:24,533 --> 00:18:27,333 we can also increase the fog density maybe 509 00:18:27,466 --> 00:18:28,866 and so now again 510 00:18:28,900 --> 00:18:31,166 the color might feel a little bit wrong so I might go 511 00:18:31,166 --> 00:18:32,300 tweak the color a little bit 512 00:18:32,666 --> 00:18:34,300 make it darker or brighter 513 00:18:34,766 --> 00:18:37,000 saturation or reduce saturation just to kind of 514 00:18:37,000 --> 00:18:39,400 help it match the background a little bit better 515 00:18:41,333 --> 00:18:42,533 and from there 516 00:18:43,100 --> 00:18:44,766 duplicating that card in the foreground again 517 00:18:44,766 --> 00:18:46,266 I'm gonna move this over here 518 00:18:46,500 --> 00:18:48,566 and I don't really like this 519 00:18:48,600 --> 00:18:49,266 card right now 520 00:18:49,266 --> 00:18:51,100 I want something again I want one of those 521 00:18:51,166 --> 00:18:53,366 swirly textures on it right 522 00:18:53,366 --> 00:18:55,466 so I'm gonna use maybe something like this 523 00:18:55,900 --> 00:18:57,566 and with this 524 00:18:57,566 --> 00:18:58,800 correct normal map right 525 00:18:58,800 --> 00:19:01,066 there and I'm gonna lift it up and just like that 526 00:19:01,300 --> 00:19:04,900 we do have that kind of magical feeling of 527 00:19:05,466 --> 00:19:09,333 that low hanging swirly very early morning vibe 528 00:19:09,666 --> 00:19:11,933 now of course keep in mind I'm doing this on a whim 529 00:19:12,166 --> 00:19:14,333 if I had more time to spend on it it would be 530 00:19:14,333 --> 00:19:16,266 a lot more finesse and polished 531 00:19:16,266 --> 00:19:17,966 but I think you get the point 532 00:19:17,966 --> 00:19:20,266 we're starting to get something that kind of 533 00:19:20,900 --> 00:19:21,900 feel pretty good 534 00:19:22,133 --> 00:19:25,166 very fast and so again if we really want to polish and 535 00:19:25,266 --> 00:19:26,600 massage it in place 536 00:19:26,700 --> 00:19:28,966 we can adjust the normal map intensity a little bit 537 00:19:29,066 --> 00:19:32,166 we can play with the fog density right 538 00:19:32,166 --> 00:19:33,466 we can also adjust the 539 00:19:33,466 --> 00:19:35,666 geometry fading distance like that 540 00:19:35,700 --> 00:19:37,766 we've got a little bit of wind in there 541 00:19:37,766 --> 00:19:39,333 on the top which can definitely help 542 00:19:39,333 --> 00:19:41,500 breathe a little bit of extra life in there 543 00:19:41,566 --> 00:19:43,466 it might be hard to see in the video 544 00:19:43,466 --> 00:19:44,766 but hopefully you can see 545 00:19:45,933 --> 00:19:47,400 again this is all very subtle 546 00:19:47,400 --> 00:19:48,200 and you're going to have to art 547 00:19:48,200 --> 00:19:49,533 direct this the way you see fit 548 00:19:49,533 --> 00:19:52,600 but now you know all the settings available in easyfog 549 00:19:52,866 --> 00:19:54,500 so you can go ahead and start using this 550 00:19:54,500 --> 00:19:55,666 in your own project 551 00:19:56,066 --> 00:19:58,566 but really that's all there is to it 552 00:19:58,600 --> 00:20:00,266 you can use the demo scene provided 553 00:20:00,266 --> 00:20:01,266 as a starting point 554 00:20:01,266 --> 00:20:04,300 to reverse engineer how I achieve this kind of look 555 00:20:04,300 --> 00:20:06,000 and how you can apply that look 556 00:20:06,166 --> 00:20:08,533 to your own level in Unreal Engine 5 557 00:20:08,900 --> 00:20:10,933 as always thank you so much for watching 558 00:20:11,100 --> 00:20:12,200 I hope you found it useful 559 00:20:12,366 --> 00:20:13,500 again you can find easyfog 560 00:20:13,500 --> 00:20:13,866 boat on 561 00:20:13,866 --> 00:20:16,400 gumroad and the Art Fishing marketplace for download 562 00:20:16,400 --> 00:20:18,566 linked below and as always folks 563 00:20:20,133 --> 00:20:21,066 happy rendering 41171

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