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Ue Uds Fog And Atmosphere

Community
kevinpbuckley
ue-uds-fog-and-atmosphere

Configure fog, volumetric fog, dust, and atmospheric coloring in Ultra Dynamic Sky. Covers Fog Density (base + cloud/fog/dust contributions, height falloff, start distance), Fog Color (and the `Support Sky Atmosphere Affecting Height Fog` project setting), Volumetric Fog with light scattering, the Global Volumetric Material (3D noise, ground fog, water-level fog), Dust, the Sky Atmosphere settings (Rayleigh scattering, absorption, overcast luminance), and Simplified Color mode for cheaper sky shading. Use whenever the user mentions UDS fog, height fog, volumetric fog, atmospheric scattering, sky color tinting, dust/sand haze, ground fog, fog below water, or sees a "hard line where fog suddenly starts" issue.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-uds-fog-and-atmosphere
Stars
89
Forks
9
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Uds Fog And Atmosphere AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/ultra-dynamic-sky/ue-uds-fog-and-atmosphere
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/ultra-dynamic-sky/ue-uds-fog-and-atmosphere .claude/skills/ue-uds-fog-and-atmosphere
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Uds Fog And Atmosphere in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Uds Fog And Atmosphere on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Uds Fog And Atmosphere is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

UDS fog and atmosphere

UDS owns three air-shading systems — height fog, volumetric fog, and the global volumetric material — plus a sky-coloring layer with two backends. This skill covers each and the interactions between them.

SystemCategoryWhat it doesCost
Height fog (density)Fog DensityDistance-based opacity, height falloff, start distanceCheap
Height fog (color)Fog ColorTint of the height fog (overridden by Sky Atmosphere by default)Cheap
Volumetric FogVolumetric Fog3D fog receiving local light, scattersExpensive
Global Volumetric MaterialVolumetric Fog3D noise extinction, ground fog, underwater extinctionAdds cost on top of Volumetric Fog
DustDustImitates dust/smoke/particulates in the air (affects fog density + color)Cheap
Sky AtmosphereSky AtmosphereRealistic atmospheric scattering (default Color Mode)Costlier than Simplified
Simplified ColorSimplified ColorLUT-based sky coloring with adjustable color valuesCheap

When to use this skill

  • Tuning how thick fog gets with cloud coverage / weather / dust.
  • Making fog look different per weather (cloudy, foggy, dusty).
  • Enabling volumetric fog and dealing with its cost.
  • Adding ground fog or 3D noise variation to the fog.
  • Setting up underwater fog tinting/extinction.
  • Picking between Sky Atmosphere and Simplified Color for sky shading.
  • Tuning sunset/twilight color, Rayleigh scattering, or overcast luminance.
  • Diagnosing a hard fog line, sky flickering black, or pixelated volumetric fog.

Fog Density

Category: Fog Density. Derives the height fog component's density, falloff, and start distance from inputs like Cloud Coverage, Fog, and Dust Amount.

OutputHow it's derived
DensityBase value + contributions added for Cloud Coverage, Fog, Dust Amount
Height FalloffBase value + separate falloffs for cloudy / foggy / dusty (used directly, not summed)
Start DistanceDerived from current density. A start distance at low density + a density value at which start distance reduces to 0 (fog right up to the camera)

Increasing Cloud Coverage / Fog / Dust automatically thickens distance fog. For different moods per weather, tune the per-state contributions in this category.

Fog Color

Category: Fog Color. The project setting Support Sky Atmosphere Affecting Height Fog is what determines whether these settings are actually used.

Project setting stateResult
Enabled (typical default, recommended)Height fog colors come directly from the sky atmosphere. Most Fog Color settings on UDS are ignored.
DisabledFog uses Fog Color settings only. Use for full direct control.

This dependency disappears entirely if Color Mode = Simplified Color — Simplified Color doesn't enable the sky atmosphere, so all Fog Color settings are live.

Path Tracer distance fog

Render Height Fog In Path Tracer Using Post Process (in Fog Color category, on by default). Lets the path tracer approximate distant height fog via post process — the path tracer otherwise lacks native height fog support. See ue-uds-cinematics-rendering.

Volumetric Fog

Unreal's volumetric fog renders advanced fog nearby the camera that receives/scatters light from local sources and supports variable color/extinction via volumetric materials. Enable from the Volumetric Fog category.

SettingEffect
EnableMaster toggle
Overall extinctionHow dense the volumetric fog is
Distance from cameraHow far volumetric fog renders
Volumetric Scattering Intensity (sun + moon)How brightly each light source lights the volumetric fog

Performance and scalability

Volumetric Fog is expensive. Notes:

FactConsequence
Volumetric Fog is a renderer featureScalability comes from the Shadow Quality group
Default scalability for Low and Medium disables volumetric fogMany users won't see it on their hardware unless quality is High+
UDS's Global Volumetric Material adds cost on topCost increases noticeably with global material on

Global Volumetric Material

Also in Volumetric Fog category. Adds global controls of extinction and color.

FeatureWhat it adds
Texture-based 3D noiseVariation to the fog extinction
Weather Mask brush maskingMask volumetric fog where Weather Mask Brush / Projection Box actors are placed. See ue-udw-material-and-screen-effects.
Ground fogAdditional extinction directly above distance fields. Requires project setting that generates mesh distance fields.
Underwater extinction + albedoApplied below the water level set in Water Level category. See ue-uds-modifiers-configs-state.

Dust

Category: Dust. Imitates dust/smoke/particulates in the air.

VariableEffect
Dust AmountAffects fog density, height falloff, fog color
Dust ColorColor used for fog when Dust Amount = 1
Density-specific settingsIn the Fog Density category

If UDW is in the scene, UDW takes control of Dust Amount as part of weather state.

Sky Atmosphere

When Color Mode = Sky Atmosphere (default), main sky color comes from the Sky Atmosphere category.

SettingDrives
Rayleigh Scattering (day / night / dawn-dusk)Main sky color. Adjustable per time band.
Sunset/Sunrise, TwilightThe sky atmosphere component's Absorption setting. Use for stronger colored sunsets, altered twilight tone.
Sky Atmosphere Overcast LuminanceScales intensity of all sky colors when Cloud Coverage is high

Simplified Color

When Color Mode = Simplified Color, main sky color comes from the Simplified Color category. Cheaper at the material level than Sky Atmosphere, more directly tweakable.

SettingDrives
Color variables (base sky, light/dark cloud)2D Dynamic Clouds and Static Clouds cloud colors. (Volumetric cloud color is in the Volumetric Clouds category.)
Directional Intensity (float curve)How directional light intensity dims as it nears the horizon
Directional Light Scattering (color curve)How directional light color is filtered as it nears the horizon
Sun / Moon atmosphere LUT texturesVolume textures sampled by the sky material to derive atmospheric colors from camera vector and sun/moon orientation

The LUT textures are involved to author from scratch. For tweaks, prefer doing color transforms on the included textures.

Runtime / Blueprint control

// Active properties — set directly, cache picks up:
UDS.Fog          = 0.4    // (use UDW instead if present)
UDS.CloudCoverage = 0.7
UDS.DustAmount   = 0.2

// Volumetric fog enable / extinction / distance — many are static:
UDS.bEnableVolumetricFog = true
UDS.CallStaticPropertiesVolumetricFog()   // apply

If a runtime change has no effect, look for the matching Static Properties - <Category> function and call it. Last-resort full refresh: Hard Reset Cache. See ue-uds-performance-mobile-troubleshooting.

Performance

LeverEffect
Use Color Mode = Simplified ColorSkips Sky Atmosphere; cheaper sky material
Disable Volumetric FogBig win — Volumetric Fog is expensive
Disable Global Volumetric MaterialSaves the cost added on top of Volumetric Fog
Disable Ground Fog featureAvoid the distance-field tracing cost

Gotchas

  • Hard line where fog/atmosphere suddenly starts — sky atmosphere position is wrong relative to the scene. Place UDS at ground level so the camera is never significantly below the UDS actor.
  • Sky color flickers black when moving the camera — engine bug; camera dipped below the sky atmosphere "ground". Select the Sky Atmosphere component on UDS (in the top components list) and move it down below the lowest point the camera can reach.
  • Volumetric fog pixelated / low quality — that's project scalability. Volumetric fog's scalability cvars are in the Shadow Quality group. UDS doesn't override them.
  • Volumetric fog completely invisible — default Low/Medium engine scalability disables volumetric fog entirely. Check scalability settings.
  • Fog Color changes have no effect — Support Sky Atmosphere Affecting Height Fog project setting is on, so fog colors come from the sky atmosphere. Either disable the project setting or switch Color Mode to Simplified Color.
  • Dust Amount ignored on UDS — UDW is in the scene; UDW's weather state owns it.
  • Ground Fog feature has no effect — project setting to generate mesh distance fields is off. Enable it.

References & source material

Docs (Ultra Dynamic Sky 9.5):

Related skills: ue-uds-setup-and-modes, ue-uds-clouds, ue-uds-modifiers-configs-state (water level), ue-uds-cinematics-rendering, ue-udw-particles-lightning-wind-sounds (UDW Dust flows into UDS Dust Amount), ue-udw-material-and-screen-effects (Weather Mask masking applies to Global Volumetric Material).

Frequently asked questions

What does the Ue Uds Fog And Atmosphere AI skill do?

Configure fog, volumetric fog, dust, and atmospheric coloring in Ultra Dynamic Sky. Covers Fog Density (base + cloud/fog/dust contributions, height falloff, start distance), Fog Color (and the `Support Sky Atmosphere Affecting Height Fog` project setting), Volumetric Fog with light scattering, the Global Volumetric Material (3D noise, ground fog, water-level fog), Dust, the Sky Atmosphere settings (Rayleigh scattering, absorption, overcast luminance), and Simplified Color mode for cheaper sky shading. Use whenever the user mentions UDS fog, height fog, volumetric fog, atmospheric scattering...

Why use Ue Uds Fog And Atmosphere on TypingMind?

Because you install it once and use it with any model. Ue Uds Fog And Atmosphere is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Uds Fog And Atmosphere in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/ultra-dynamic-sky/ue-uds-fog-and-atmosphere. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ue Uds Fog And Atmosphere?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Uds Fog And Atmosphere?

As many as you like. As long as a model supports skills, you can use Ue Uds Fog And Atmosphere with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Uds Fog And Atmosphere AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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