Atmospheres and Skylight¶
Place a PPG Atmosphere Actor at each planet center. Set Ground Radius Km to that planet's sea-level radius and adjust Atmosphere Height Km, ground albedo, and scattering settings. Multiple enabled actors can contribute to the sky around the viewer.
Add a PPG Skylight Actor for ambient light and reflections from the active sky. By default it follows the primary camera and uses planet occlusion, including when viewed from orbit. Cubemap Resolution controls reflection detail and capture cost. Time Slice Capture spreads capture work across frames but can mix capture positions during fast movement. If several PPG skylights are enabled, the one with the highest Priority is used.
The skylight captures one lighting environment at the viewer's position. To fade that shared light on distant receivers, enable Limit Influence Distance and set Full Intensity Distance Km and Max Influence Distance Km.
Shader Hooks¶
Open Project Settings > Plugins > Procedural Planet Generation - Shader Hooks and install Multi Atmosphere Sky and Skylight for combined atmosphere rendering and skylight capture. Multi Atmosphere Sunlight adds direct sunlight correction. Skylight Distance Influence is required for the distance fade. Restart the editor after installing or updating hooks so the shaders recompile.
Keep Per Pixel Atmosphere Transmittance enabled on atmosphere directional lights. For Blueprint changes to atmosphere or skylight appearance that do not run through editor property updates, call Refresh Atmosphere or Refresh Skylight.
For volumetric clouds, see Clouds and Gravity.