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The Sky Atmosphere component in Unreal Engine 4 (UE4) is a physically-based sky and atmosphere-rendering technique. It's flexible enough to create an Earth-like atmosphere with time-of-day featuring sunrise and sunset, or to create extraterrestrial atmospheres of an exotic nature. It also provides an aerial perspective to which you can simulate transitions from ground to sky to outer space with proper planetary curvature.
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The Sky Atmosphere gives an approximation of light scattering through a planetary atmosphere's participating media, giving outdoor levels a more realistic or exotic look by including the following:
You can have two atmospheric Directional Lights that receive sun disk representation in the atmosphere with sky color that depends on the sunlight and atmosphere properties.
A sky color that will vary, depending on the altitude of the sun, or in other terms, how close the dominant Directional Light's vector gets to being parallel with the ground.
Control over scattering and fuzzy settings, allowing for full control of your atmospheric density.
Aerial perspective that simulates the curvature of the world when transitioning from ground to sky to space views.
Enabling the Sky Atmosphere Component
Enable the Sky Atmosphere component by following these steps using the Modes panel in the Level Editor:
Place a Sky Atmosphere component in the scene.
Place a Directional Light in the scene, and from its Details panel, enable Atmosphere/Fog Sun Light.
If using multiple Directional Lights, set the Atmosphere Sun Light Index for each; for instance, 0 for the Sun and 1 for the Moon.
Place a Sky Light in the scene to capture Sky Atmosphere and have it contribute to the scene lighting.
Adjusting Atmospheric Directional Lights
When you've enabled Atmosphere/Fog Sun Light on your Directional Light(s) and set the Atmosphere Sun Light Index for each, you can quickly adjust each light's position using the following keyboard shortcuts:
Ctrl + L with mouse movement will adjust the Directional Light set to index 0. Typically this would be the Sun.
Ctrl + L + Shift with mouse movement will adjust the Directional Light set to index 1. Typically this would be the Moon.
Moving these light sources will affect the atmosphere based on properties set in the Sky Atmosphere component for each Directional Light.
Sky Atmosphere Model
Simulating the sky and atmosphere in UE4 requires several properties that mimic the look and feel of a real-world atmosphere. These properties can be used to define the look of the sky and atmosphere by scattering light in an appropriate and accurate manner. By default, the Sky Atmosphere component in UE4 represents the Earth.
For an Earth-like planet, the atmosphere is made up of multiple layers of gasses. They themselves are made up of particles and molecules that have their own shape, size and density. When photons (or light energy) enter the atmosphere and collide with the particles and molecules there, they are either scattered (reflected) or absorbed (see below).
(1) Incident Light from the Sun; (2) Particles in the Atmosphere; (3) Redirected Light Energy.
The Sky Atmosphere system simulates absorption with Mie scattering and Rayleigh scattering. These scattering effects enable the sky to appropriately change colors during time-of-day transitions by simulating how the incident light interacts with particles and molecules in the atmosphere.
The sky color changes depending on the time-of-day simulation when using the Sky Atmosphere component.
Rayleigh Scattering
The interaction of light with smaller particles (such as air molecules) results in Rayleigh scattering. This type of scattering is highly dependent on the light wavelength. For instance, in the Earth's sky, blue scatters more than other colors, giving the sky its blue color during the daytime. However, at sunset, it appears red because light rays need to travel further in the atmosphere. After long distances, all blue light is scattered away before other colors, resulting in colorful sunsets full of yellow, orange, and red colors.
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(1) Incident light; (2) Small particles in the atmosphere; (3) Rayleigh scattered light energy.
In an Earth-like atmosphere, when sunlight interacts with small particles (1) in the atmosphere (2), Rayleigh scattering happens throughout the atmosphere. The upper atmosphere is less dense compared to the lower atmosphere near the Earth's surface (3).
Increasing or decreasing the density of particles in the atmosphere causes light to scatter more or less.
Drag the slider to see the effects of decreasing and increasing the Rayleigh Scattering Scale. (Left to right, 1–3)
Decreased scattering causes light to scatter less through the atmosphere. This is 10x less dense than Earth's atmosphere.
This is representative of an Earth-like atmospheric density.
Increased scattering allows light to scatter more through the atmosphere. This is 10x more dense than Earth's atmosphere.
Mie Scattering
The interaction of light with larger particles—such as those from dust, pollen, or air pollution—suspended in the atmosphere results in Mie scattering. These particles are referred to as aerosols and can be caused naturally or by human activity. Incident light that follows the Mie scattering theory usually absorbs light, causing the clarity of the sky to appear hazy by occluding light. Light also usually scatters more forward, resulting in bright halos around the light's source, such as around the sun disk in the sky.
(1) Incident light; (2) Large particles in the atmosphere; (3) Mie-scattered light energy.
Increasing or decreasing the aerosol density causes more or less clarity in the sky, contributing to how hazy it looks.
Drag the slider to see the effects of decreasing and increasing the Mie Scattering Scale. (Left to right, 1–3)
Decreased particle density allows the sky to appear more clearly. It has less haze and light is scattered less directionally.
Default Mie scattering scale.
Increased particle density causes the sky to become occluded. It also causes the sky to appear hazy with the strong forward scattering lob around the incident light direction.
Mie Phase
The Mie Phase controls how uniformly light scatters when interacting with larger aerosol particles in the atmosphere. With Mie scattering, light usually scatters more forward, resulting in bright halos around the light's source, such as around the sun disk in the sky.
(1) Incident Light; (2) Larger particles in the atmosphere; (3) Stronger Mie-scattered light energy.
Use the Mie Anisotropy property to control how uniformly Mie scattering happens across the atmosphere.
Drag the slider to see the effects of decreasing and increasing the Mie Anisotropy of the atmosphere. (Left to right, 1–3)
Decreasing the Mie Anisotropy scatters light more uniformly across the atmosphere. This example is using a value of 0.
Default settings mimic an Earth-like atmosphere. This example is using a value of 0.8.
Increasing the Mie Anisotropy scatters light more directionally causing it to tighten around the light source. This example is using a value of 0.9.
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Atmospheric Absorption
The amount and colors absorbed are controlled using the Absorption Scale and Absorption color picker properties. The examples below demonstrate removing a single RGB color through the increased Absorption Scale.
Drag the slider to see the effects of decreasing and increasing the Absorption Scale of the atmosphere. (Left to right, 1-3)
No atmospheric absorption.
Default Earth Ozone absorption scale.
Increased Ozone absorption scale.
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The amount and colors absorbed are controlled using the Absorption Scale and Absorption color picker properties. The examples below demonstrate removal of a single RGB color through an atmosphere with increased absorption.
Atmospheric Height to define the height of the atmosphere above which we stop evaluating light interactions with the atmosphere. Rayleigh Exponential Distribution to define the altitude (in kilometers) at which Rayleigh scattering effect is reduced to 40% due to reduced density. Mie Exponential Distribution to define the altitude (in kilometers) at which Mie scattering effect is reduced to 40% due to reduced density. Drag the slider to see the effects of decreasing and increasing Rayleigh height of the atmosphere. (Left to right, 1–3)
Artistic DirectionAdditionally, the Sky Atmosphere component supports artistic control when designing the look of your project. Aerial Perspective ScaleThe Aerial Perspective View Distance Scale property scales distances from the view to surfaces to make them look thicker when viewed from a high enough distance above the ground surface. Drag the slider to change the Aerial Perspective View Distance Scale property. (Left to right, 1-3)
Exponential Height FogMie scattering is a component of the atmosphere and is a height fog simulation in itself, meaning you can already use it to create height fog in your scene without using the Exponential Height Fog component (see below). Height fog produced from the Sky Atmosphere component without Exponential Height Fog component. However, if your project requires it, you can enable it from the Project Settings with the Support Atmosphere Affecting Height Fog setting. The contribution is additive on top of the existing fake colors on the height fog itself. The strength of the influence of the sky and sun on the height fog is controllable using the Height Fog Contribution property on the Sky Atmosphere component. Drag the slider to see the height fog contribution increase and decrease its contribution to the Sky Atmosphere component. (Left to right, 1-3)
Sky Rendering OptionsThe sky and aerial perspective is rendered on screen using ray marching. However, doing so for each pixel can be expensive, especially with today's standard pushing towards 4K or 8K resolution. That is why the sky is evaluated in a few lookup tables (LUTs) at low resolution. Those LUTs are: By default, all of these LUTs are all evaluated, but using the examples below you can determine the needs for your own projects.
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