ue-uds-cinematics-rendering
Creates cinematic visuals in Unreal Engine by controlling sky, clouds, and rendering for movies.
Installation
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--- name: ue-uds-cinematics-rendering description: Use Ultra Dynamic Sky for cinematic work — animating UDS with Sequencer (keyframing Time of Day, Cloud Coverage/Fog, Cloud Movement, exposing extra variables to cinematics), rendering movies with Movie Render Queue (Project Mode Cinematic/Offline), supporting the Path Tracer (`Adjust for Path Tracer`, post-process height fog approximation), and configuring volumetric clouds to seamlessly loop. Use any time the user mentions Sequencer with UDS, cinematic rendering, MRQ, path-traced renders with UDS, looping clouds for a film, or keyframing the sky/weather over time. metadata: asset: Ultra Dynamic Sky (marketplace) category: cinematics source-docs: https://www.ultradynamicsky.com/Documentation/V9/9-5 --- # UDS cinematics and rendering This skill covers everything UDS-side for cinematic work: Sequencer animation, Movie Render Queue, Path Tracer support, and seamlessly looping volumetric clouds. For weather animation/keyframing, see `ue-udw-setup-and-state` and `ue-udw-material-and-screen-effects`. | Task | Where to start | | --- | --- | | Animate time of day in Sequencer | Disable `Animate Time of Day`, keyframe `Time of Day` | | Animate weather state | UDW Manual Weather State (not UDS Cloud Coverage / Fog if UDW present) | | Animate cloud movement deterministically | Cloud Speed = 0, keyframe `Cloud Phase` | | Render a movie | Project Mode = Cinematic / Offline (switch back after) | | Render with the Path Tracer | Enable `Adjust for Path Tracer` + keep height fog post-process approximation | | Make volumetric clouds loop seamlessly | Multi-step recipe in **Cloud Movement** + **Volumetric Clouds** | | Trigger a lightning flash from Sequencer | UDW `Flash Lightning` via Event → Trigger track | ## When to use this skill - Animating time of day or weather in Sequencer. - Rendering a film/cinematic with UDS (MRQ). - Rendering with the Path Tracer. - Making clouds loop seamlessly for a recorded movie. - Spawning lightning flashes from a sequence. - Diagnosing keyframed UDS variables that don't update at runtime. ## Project Mode for renders Before rendering, switch **Project Mode** on UDS to **Cinematic / Offline**: | Effect | Detail | | --- | --- | | Forces full updates every frame | UDS (and UDW) update completely per frame instead of cache-spread | | Bumps quality settings at runtime | Many sky/cloud quality knobs auto-increase | | Disables real-time optimizations | The cache system pauses | **Switch back to Game / Real-time after rendering** — Cinematic's quality bumps tank live game perf. The **Cinematic / Offline Mode** category has additional knobs for offline-only quality tuning. ## Animating with Sequencer ### Keyframing Time of Day ``` 1. Disable Animate Time of Day on UDS ← otherwise it overrides your keys 2. Add UDS to the sequence 3. Keyframe Time of Day directly ``` Going past 2400 is fine — UDS understands it and rolls into the next day. ### Keyframing Cloud Coverage or Fog Keyframe `Cloud Coverage` / `Fog` on UDS — **but only if UDW is not in the scene**. If UDW is present, those values are controlled by weather state and keyframing them on UDS won't stick. Instead keyframe `Cloud Coverage` and `Fog` on UDW via its manual weather state (see `ue-udw-setup-and-state`). ### Keyframing Cloud Movement (deterministic playback) For playback identical every time: ``` 1. CloudSpeed = 0 2. Randomize Cloud Formation on Run = false 3. Clouds Move with Time of Day = false 4. Keyframe Cloud Phase in Sequencer ``` This gives direct deterministic control. ### Exposing additional variables for keyframing Not every UDS variable is dynamically re-applied at runtime; many *can be keyframed* and will just update. All variables exposed by default already work — they're already marked `Expose to Cinematics`. For variables not exposed by default: ``` 1. Open UDS in the blueprint editor 2. Find the variable in My Blueprint panel 3. Check Expose to Cinematics in its variable details ``` The variable then becomes keyframable. But for variables that aren't dynamically re-applied at runtime, the keyframe value won't propagate. Workaround: **call the matching `Static Properties - <Category>` function every frame of the animation** — that forces the value to update each frame. ## Rendering movies (MRQ) Movie Render Queue workflow with UDS: ``` 1. Project Mode → Cinematic / Offline 2. Render via MRQ as normal 3. Switch Project Mode back to Game / Real-time when finished ``` If using the Path Tracer, see the next section. ## Path Tracer The Path Tracer uses the **sky light cubemap** as a replacement for native sky rendering. This brings limitations UDS compensates for. ``` 1. In UDS → Cinematics / Offline Rendering category: Enable "Adjust for Path Tracer" 2. In UDS → Fog Color category: Leave "Render Height Fog In Path Tracer Using Post Process" enabled (default) ← approximates distant height fog via post process ← the path tracer otherwise has no native height fog support ``` With those on, UDS works acceptably as a background for path-traced renders. ## Looping volumetric cloud movement For seamlessly looping cloud animation in a film render. The loop requires the cloud formation texture to complete one full 0–1 UV cycle, which constrains the minimum loop length. ### In Cloud Movement | Setting | Value | | --- | --- | | `Cloud Speed` | 0 (drive time via `Cloud Phase`) | | `Cloud Direction` | A single axis: 0, 90, 180, or 270 | | `Formation Change Speed` | 1 (or 0.5 for a loop twice as long) | ### In Volumetric Clouds | Setting | Value | | --- | --- | | `3D Noise Scale` | 1 | | `Cloud Formation Texture Scale` | 1 | | `Macro Variation` | 0 | | `3D Noise Vertical Movement` | 0 | ### Keyframe ``` Cloud Phase: 0 → 100 (seamless loop) // With Formation Change Speed = 0.5: Cloud Phase: 0 → 200 ``` ## Keyframing a lightning flash (For stormy weather cinematics.) Add UDW to the sequence: ``` 1. Create an Event → Trigger track on UDW 2. Add a keyframe; right-click for properties 3. Endpoint → Quick Bind → Flash Lightning 4. Configure inputs (Custom Lightning Location, seed) in keyframe properties 5. Check Call in Editor to preview the flash in the sequence editor ``` Full lightning details in `ue-udw-particles-lightning-wind-sounds`. ## Gotchas - **Keyframed Time of Day has no effect** — `Animate Time of Day` is still on and overriding. Disable it. - **Keyframed Cloud Coverage / Fog on UDS has no effect** — UDW is in the scene. Keyframe on UDW's manual weather state instead. - **Cloud movement looks different each playback** — `Randomize Cloud Formation On Run` is on, or `Clouds Move With Time of Day` is on. Disable both for deterministic playback. - **Cloud movement loops with a visible seam** — one of the looping recipe steps is missing (often Formation Change Speed ≠ 1, or 3D Noise Vertical Movement ≠ 0). - **Exposed-to-cinematics variable doesn't actually update at runtime** — not dynamically re-applied. Call `Static Properties - <Category>` every frame. - **Game perf is terrible after rendering** — Project Mode is still on **Cinematic / Offline**. Switch back to Game / Real-time. - **Path-traced render shows no height fog in the distance** — `Render Height Fog In Path Tracer Using Post Process` is off. The path tracer lacks native height fog; UDS approximates via post process when enabled. ## References & source material Docs (Ultra Dynamic Sky 9.5): - [Animating UDS with Sequencer](https://www.ultradynamicsky.com/Documentation/V9/9-5#section-43) - [Rendering Movies](https://www.ultradynamicsky.com/Documentation/V9/9-5#section-44) - [Rendering with the Path Tracer](https://www.ultradynamicsky.com/Documentation/V9/9-5#section-45) - [Looping the Volumetric Cloud Movement](https://www.ultradynamicsky.com/Documentation/V9/9-5#section-46) - [Using Weather with Sequencer](https://www.ultradynamicsky.com/Documentation/V9/9-5#section-125) (UDW, incl. keyframing a lightning flash) Related skills: `ue-uds-setup-and-modes`, `ue-uds-clouds`, `ue-uds-time`, `ue-uds-fog-and-atmosphere`, `ue-udw-setup-and-state`, `ue-udw-particles-lightning-wind-sounds`.
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