| name | 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 udw-setup-and-state and 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 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 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):
Related skills: uds-setup-and-modes, uds-clouds, uds-time, uds-fog-and-atmosphere, udw-setup-and-state, udw-particles-lightning-wind-sounds.