Uploaded February 2026 | Updated September 2026, 2 weeks ago
In this video I go through what it takes to properly make a Day-Night Dynamic Cycle for a video game and how my tool solves that problem.
I show in detail the issues, the reasoning and what I've done.
This is what I've been using to create the Timelapses to showcase my Perceptual Tonemapper.
youtu.be/VIt6qsMY24k
youtu.be/Vv6V3eIk_7I
youtu.be/c8FD2prSapU
You can get the BP here: jumpeter.gumroad.com/l/DNCycleBP
Discord: discord.gg/YvXq3t675Q
Patreon: patreon.com/VisualTechArt
In this video I go through what it takes to properly make a Day-Night Dynamic Cycle for a video game and how my tool solves that problem.
I show in detail the issues, the reasoning and what I've done.
This is what I've been using to create the Timelapses to showcase my Perceptual Tonemapper.
youtu.be/VIt6qsMY24k
youtu.be/Vv6V3eIk_7I
youtu.be/c8FD2prSapU
You can get the BP here: jumpeter.gumroad.com/l/DNCycleBP
Discord: discord.gg/YvXq3t675Q
Patreon: patreon.com/VisualTechArt




![Next Level Triplanar Mapping: Assets, Skeletals and Dithered [UE5]
This video is the continuation of my previous one, in which we go through a correct implementation of the triplanar projection mapping technique for locally map textures in our shaders.
Previous Video: https://youtu.be/Cq5H59G-DHI
Download: https://jumpeter.gumroad.com/l/tri-penta-enna-planar
Discord: https://discord.gg/YvXq3t675Q
Patreon: https://www.patreon.com/VisualTechArt Next Level Triplanar Mapping: Assets, Skeletals and Dithered [UE5]](https://i.ytimg.com/vi/rxW38iQi024/mqdefault.jpg)




