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Dynamic Volumetric Sky

Available now

One Blueprint, full day/night cycle, ten weather states with smooth transitions, volumetric clouds and fog, an exposed weather/clock UI, indoor/outdoor occlusion handling, and one-click cinematic rendering.

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Unreal Engine: 4.244.254.264.275.05.15.25.35.45.55.65.7

Dynamic Volumetric Sky (DVS) is a complete sky, weather, and lighting framework for Unreal Engine. Drop a single Blueprint into a level and you get a full day/night cycle, ten weather states with smooth transitions, volumetric clouds and fog, an exposed weather/clock UI, automatic indoor occlusion, and one-click cinematic rendering through Movie Render Queue.

The system is designed for level designers and environment artists who want to use a coherent sky simulation without wiring atmosphere, fog, lighting, and weather actors together by hand. Time, weather, sun, moon, stars, clouds, and fog are all driven from one actor, with a shared notion of geographic location, biome, and four lighting periods (Sunrise, Noon, Sunset, Night) that the system blends between automatically.

  • One actor, one source of truth: time, weather, lighting, and atmosphere all driven by BP_DynamicVolumetricSky.
  • Full day/night cycle with configurable time speed, calendar (day, month, year), and time zone.
  • Ten weather states: Clear Sky, Partially Cloudy, Cloudy, Overcast, Foggy, Light Rain, Moderate Rain, Windy, Light Snow, Moderate Snow, with smooth transitions and a configurable mix.
  • Geographic placement (latitude, longitude, altitude, north offset) and seven terrestrial biomes that bias temperature, humidity, and weather frequency.
  • Volumetric clouds with a fly-through option for aerial games and a cheap sky-dome path for ground-only games.
  • Volumetric fog with sun shafts, sky-light scattering, and configurable extinction.
  • Sun, sky light, moon (with automatic phases), and stars, each with per-period intensity and shadow controls.
  • Per-period exposure, bloom, and lens flare, blended automatically across Sunrise, Noon, Sunset, and Night.
  • Auto-occlusion for indoor/outdoor transitions, replicated for multiplayer, with per-environment lighting overrides.
  • Camera-lens rain effect through a built-in post-process material.
  • Material Functions for snow, snow-and-rain, grass wind, bush wind, and 2D horizon clouds, so any custom material can react to weather without rewiring its shader graph.
  • A ready-to-use HUD widget (WBP_DynamicVolumetricSky) with three draggable, resizable sub-windows for Time, Weather, and Location.
  • One-click cinematic rendering through BP_DVSMovieRenderQueue, with array-driven format and pass selection.
  • Configurable units for temperature (°C, K, °F), pressure (hPa, Psi, Atm), and wind speed (km/h, mph, m/s, ft/s).
  • Three runtime modes (Single Player, Multiplayer, Sequencer) so the same setup works for shipping games and deterministic renders.
  • Custom-actor override hooks for projects that already drive their own directional, sky, or fog lights.

Get started

  • Quick Start: five minutes from drag-in to a running sky

Concepts (the why and when)

Guides (the how)

Reference (the what)