Ultra Dynamic Sky is a sky system designed to be more dynamic and natural than most sky solutions, offer a great degree of flexibility and customization options, with an interface designed for speed and simplicity.
Features
• Set a single Time of Day variable and have every aspect of the sky update along with it, making changing the time your scene takes place a one step process.
• Fully dynamic, with customizable clouds, moon and stars.
• A built in lighting solution with sun, moon and sky lighting all synced with the sky.
• Adjust cloud coverage from a clear sky to overcast.
• Animate a day/night cycle with a single click.
• Dynamic aurora effects
• Multiplayer ready
• Choose from volumetric 3D clouds, 2D dynamic clouds, static clouds, and even volumetric auroras.
• A full weather system is included, Ultra Dynamic Weather, which adds rain, snow, lightning, and more to your scene in seconds.
• Enable Simulation features, which calculate the real world position of the Sun, Moon and Stars, using latitude, longitude, date and time.
Note for 4.8 to 4.25:
Please refer to the image above labelled Features by Version for the major points of what is included in older versions. For a look at the older versions, see the old product videos here: 4.24 to 4.25 and 4.8 to 4.23
Version 8.6
For UE 5.1, 5.2, 5.3, 5.4, and 5.5
Added the option for Weather Mask Brushes to use a manually painted texture instead of the simple brush shapes, and a utility for painting them called the Weather Mask Brush Painter.
Added a new feature to the Rain Drip Spline to render icicle meshes hanging from the spline, scaled with material snow coverage from UDW
Added a new event dispatcher to UDS called “Custom Time”. This uses an array of floats in the Animate Time of Day category. If the user adds values to this array, each one will be used to call the dispatcher, when Time of Day passes that value at runtime. The event outputs the index of which time in the array caused the call.
Reworked how high frequency noise samples are distributed for volumetric clouds. They now distribute noise levels more effectively based both on both distance to the sample and camera field of view. The settings for high frequency levels and disable distance have been replaced with “High Frequency Noise Distance Scale” and “Max High Frequency Noise Levels”.
Added a function, Fade Mask Over Time, to the Weather Mask components. Call this function on the Weather Mask Brush or Weather Mask Projection Box at runtime to fade their mask values over a duration.
Added a setting to scale aurora brightness in the sky light/global reflection environment.
Added settings to adjust the velocity added to rain/snow/dust/wind debris from the current wind
Added a bool variable to UDS, Fast Cache Toggle, which can be turned on selectively at runtime if performing a change/animation of cached properties which needs faster cached property updating.
Added a Fog Noise Offset vector to UDS, to manually offset the volumetric fog noise samples
Added a setting to control the framerate/speed of the SubUV animation for tiling water ripples on UDW material effects
Added an option to make the lightning directional light on UDW stationary, so it can potentially use baked shadows, at the cost of only being able to spawn lightning flashes in one direction.
Added an option to UDS to replace the volumetric cloud material. Mainly useful for selecting a modified copy of the UDS cloud mat.
Added an optional emissive snow sparkle effect to Dynamic Landscape Weather Effects and Surface Weather Effects. Disabled by default.
Added a setting to toggle off the UDS level editor toolbar dropdown
Some improvements to deeper snow depth rendering with Dynamic Landscape Weather Effects and snow trails
Improvements to distance field collision on weather particles handling of thin distance field walls
Changed the User Friendly Name variable in UDS_Weather_Settings to a Text variable so it may be localized if needed
Improved behavior of “Disable Height Fog Above Volumetric Cloud Layer” to be more seamless
Increased the default of “Scale View Samples When Camera Is in Cloud Layer” to 2
Made it so Adjust for Path Tracer enables sky light location updating and disables real time capture time slicing
Made UDS and UDW skip some unnecessary update logic on dedicated servers and use a longer tick interval there by default, exposed as Dedicated Server Tick Interval.
Adjusted tiling stars texture sampling to avoid aliasing with FXAA or MSAA
Fixed manual weather sliders in Onscreen Controls not updating with the weather state changes
Fixed Weather Override Volume spawned on server sometimes not replicating Runtime Spline Points to clients before they start up
Fixed Hourly event dispatcher calling for every hour between the old time and new time when applying a saved UDS/UDW state
Fixed a bug with the Date Changed event dispatcher and saving and loading on UDS when using negative year values, due to limitations of the unreal datetime structure
Fixed random weather variation forecast not working for starting random weather
Fixed some snow particles showing line artifacts when snow particle ambient light is turned up very high
Fixed outer radius and inner fraction not replicating to clients from the radial storm
Fixed volumetric fog albedo settings being applied to height fog component without appropriate SRGB correction
Fixed for Puddle Fluid Volume causing an editor crash in 5.5 if configured with a very high grid density
Fixed an issue where the moon texture alignment could get flipped when Simulate Real Moon is on
Fixed Weather Mask Target Size having an unintended effect on Weather Mask Projection Box blur radius
Fixed for a renderer crash in 5.5 if using DLWE snow trails with forward shading
NOTE: THIS IS THE LATEST UPDATE 8.6 RELEASED ON 27 JAN 2025 – Download for free from VfxMed or Aeblender!
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