Seen for the 365th time, this guy made the best videos for unreal, the ones that motivates me too stay working with unreal, just need to figure out how to make a procedural generated full size planet to zoom in and out like this, just like I know how in Unity, Ive bought spheric shader asset but it dont do the job, any near.
Absolutely, we will be seeing what we can do. Some of the content used in this specific presentation comes from the marketplace, so I cannot release this project exactly as is, but at bare minimum I will look at sharing the core (-minus foliage and such assets) one way or another. Both in the near future and once the clouds hit in 4.26. I will need a bit of time to get that together but I will be looking into it.
Hourences Glad to hear, I believe having that core for us to learn from would bring so much to the table, even for those completely new to the sky atmosphere system.
Sjoerd is amazing. I wish there were more "official" channels where he gets to publish educational content. The guy learned Unreal years ago (first engine version?) by literally pressing every single button and seeing what it did. That's some in-depth knowledge right there..
Thanks a lot :) We haven't given it much attention just yet (waiting for localization among other things) but we just put up an 8 hour long Kickstarter course on our Unreal learning website from myself and colleague Mario. Schematic overview of large sections of the engine.
Hourences what’s the name of the course? I watched the World Building one which I thought was really good. I understand you don’t use the outliner but I wish you left the tab open so I could easily read the names of the actors you selected. It’s sometimes hard to see the name in the details panel. Also I wish the slides were provided as a pdf. I would love to know when this new course is available thanks so much. Really looking forward to it.
This is insanely amazing. I'm building a new rig just to play with all these expensive options!! Who cares about gaming, I want volumetric clouds and raytracing!
Wow! Speechless. This reminded me and I would bet ubisoft BGE2 will be tempted to use the UE426 planetary system to speed up their workflow and deliver their game on time!
It's hilarious how often CIG puts something out celebrating some new feature they've developed and added into CryEngine, and I think, "Hang on, that's a native feature of EU4 and has been for ages." Render to texture's a good example.
@@Bob3D2000 EU4 can't manage 3D render to texture natively (very useful for real time holograms) . CIG can . the difference is there . CIG don't develop new tech for nothing
@@raptorkysen177 What? that statement doesnt make sense. Do you mean voxel volumetrics? If you do not then Unreal can do this, if you do then, I'm sure you could add it to the engine, I think the point is that youd have to add alot less to UE4 than you have to add for Lumberyard/CryEngine.
Hey all - Next week Thursday May 28 I am doing a following up session on this presentation on our Inside Unreal livestream! Covering a ton of additional stuff! - forums.unrealengine.com/unreal-engine/events/1763764-inside-unreal-from-ants-to-outer-space
I intend to do some kind of spin off video that goes over this in some time in the next days-2 weeks (as I can manage time wise). I will post the spin off content on my own channel so be sure to keep an eye on that. In short the central part of the world, where the key detail and foliage is located, is a large 8k generated landscape from World Creator. Beyond that it are gigantic (millions and millions of units) staticmeshes. Also made in World Creator. The far off landscape is actually merely a tiling gigantically large square mesh but due to the extreme scale and the fact that the planet is an actual sphere the tiling is not very apparent. I will dive into all these kind of tricks when I get a chance to put a video on it together.
@@Hourences I'm now somewhat curious on how practical it would be to take a 10-20k export from world machine representing a full world/moon, surround continents by water, and map it to a spherical mesh in some form, so that one could go into the atmosphere, and go to a geo-correct representation of that location on the world. (Practical or not, that is my current project-in-planning) - With these techniques, it would IMO be rather amazing. Looking forward to the video!
@@Hourences very exciting! after watching this video i've been playing around with the spherical shader and world machine, just need to get the big distant meshes in.
@@JaredWyns Might be doable, but you will hit a few issues. Having each location fully detailed would obviously be near impossible. You also need to note that my planet here, if I recall correctly, is only 1000 km in diameter, to help keep the scale somewhat doable. I have not tried a full size earth but I can imagine the scale might really get too much. I will give that a go one of these days though. Also a 10-20k export likely does not cut it, or anywhere near it, unless you'd be ok with really low poly terrain detail, by which point you likely get to a point where you better just make it a flat sphere and solve all of these problems at once. If by default (I believe) 1 heigthmap pixel = 1 meter, then your 20k export would still only be 20km. Even at 100 meter per pixel (=no detail left at all) your 20k export would amount to 2000 km of land only still. So...
I love this! But can yall please please start putting out videos that actual show this being built from the ground up. No short cuts or things already built.
okay. now where is that material with that cloud texture :D ? like seriously. PLEASE PLEEEAASE release that volumetric cloud material when 4.26 releases. cut im not a blueprint guy/tech artist. but I want those clouds
The landscape system is really powerful, and in this case I combined it with external (and non Epic) tool World Creator to really maximize its impact. That being said I do use a lot of tricks and techniques, and yes the distant terrain is actually a mesh. I just posted a reply to a similar question elsewhere in the comments, but I will be looking at doing a spin off video on showing some of this stuff on my own channel in the near future.
Yeah, it's 2 years later and now we have lumen, nanite, Ultra Dynamic sky and what not... ID software not doing nothing but just churning out amazing stuff Also the community is great.
If you look at 7:36 you can see that the ground surface does not cover all of the planet and it also looks like it is tiled. It is a shame that it is not a fully procedural planet that users can edit. I hope that we will get that in a future version of Unreal.
What do you think? Just as Unreals sky atmosphere is a built in system. That would be very beneficial and revolutionary if Unreals landscape system included build in spherical terrains also. In other words planet terrains that are modifiable, just as their standard flat terrain landscapes which are modifiable terrains. In conclusion the developer has the option to choose from planet terrains or regular unseamless flat maps. Hit the like button if you agree.
@@elektrofox2746 I downloaded spherical shader but the terain is only turning to sphere in play mode and not in view mode. How to do achieve what unreal has achieved here in this video?
@@AICineVerseStudios @DeinFajn ist hier Its doing its job. Think of a shader as a 3D motion texture. In this case it only makes the planet appear round, but its actually still flat. You won't see the shader effects until you actually run your simulation. You can still run your build and eject out of your scene to look around. Maybe you'll get a better understanding of how it works from experimentation.
All this looks really great...However, something here i REALLY don't understand...How, this planet is made ? Is that also an update with 4.25 or .26 ? A new system ?? Or something else i don't understand ?
@Pazuzu Le Paz I do wonder if he is kicking him self now but what was the options back then? Also it dose seem that they are a little ahead on building some of this tech for their star engine. I don't think people give them Enough credit for actually making this stuff that crytek or amazon should of if it wasn't just intrested in just selling a licenece.
Hey with a demo like this if you make a couple ship jpegs to sell and tell people imagine. $400 million in crowd funding later you can even take 10+ years staying in alpha.
Sjoerd De Jong: "I just have this little simple blueprint here..." Blueprint: *_has 12 million nodes, none of which I understand_* Me: "Yeah uh-huh sure easy not sure why I didn't think of that myself" Seriously though - really exciting/amazing stuff :D
From what I've found when researching that topic, it doesn't and probably never will (as it would be like a complete engine rewrite). This must be all smoke and mirrors. Have a look at the Unreal Forum Thread: forums.unrealengine.com/development-discussion/content-creation/1707701-community-planet-creation-research-help Please correct me if I'm wrong.
Guys, I've ran into a problem with the stars. I copied all the nodes from the video, but there's no stars cubemap at all. It's very important to mention that star sky color changes according to the sky atmosphere. Did anyone try to implement stars with the sky atmosphere?
It's really amazing! But biggest question from space-lover: Is any plans to support 64 bit floating point for geometry in world space??? May be with automatic conversion to relative 32bit for rendering & automatic origin re-basing to still use high-performance 32bit in shaders.
Totally doable but implies a lot of work... from the beginning. My very old space project was done in 128bit floating point with cascaded cameras to convert to 32bits for rendering. It worked like a charmed ;). If you're curious, I have some videos here: whiterabbit-studio.com/article?art=1sKzamKAHiGqXwjJ54J_Avj2ElbLqk8-MBheQF3slgxM Probably the best video ex is that one: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lCrZFxxL2hc.html
Why is it that what we got with the official release doesn't actually have this functionality? I loaded the new lighting map, and tried to zoom out and I just get glitchy rendering artifacts and no observable planet, not to mention that I get errors about the Sky Dome mesh not covering that part of the world. I often feel that the content Epic showcases somehow doesn't make it to the public releases.
Thank you for the video, but you have black shadows in the presentation and as I played around you can't control it without adding standard Skylight. Is it correct? Thank u.
Is it possible to mix HDRI skies with a Directional Light? I'd like to see the actual sun and blooming sunrays from the Directional Light and also benefit from the beautiful HDRI sky images.
Now if it only had rain, weather, storm, lightning effects..... UE4 already offers free Quixel and Fortnite quality netcode all out of the box completely free..... Unity3d is fucked
Wehbe's hand net Wehbe's strings are chains that Wehbe uses to restrict and for everything he chooses in his own way. Wehbe's hand Al-Zuhariya net, i.e. the connection of the unreal net, is generated in Wehbe's pink left hand on its lines at all times, with his second flag, and continues forever, and it contains all kinds of nin in the lines of my left hand forever. Thank God it deals with any language automatically
In the beginning he mentioned that he used the spherical shader from Nightschift studio's. I wonder what for? Because all the meshes seam to be actual spheres and not planes that are deformed in the shader?
All distant terrain is using the shader. The upclose detailed "playable" area never deforms for performance reasons and to keep it simple, but the distant parts do. They are nothing more than pretty high poly planes with minor deformation (hills). You are seeing a sphere for the planet exactly because of the shader. If I would have used actual spheres right away you would have been able to spot the curvature of the planet on the surface, because the planet is actually only a tiny 1000 km in diameter.
I kind of can't get the moon lighting to work like shown in the video. I just dropped in a sphere, scaled it up and moved it out. It kind of doesn't blend half as well as in the video and also with the sun completely gone inside the atmosphere, the moon looks kind of unlit. The dark side doesn't slowly disappear it just stands out very brightly.
Fast sky lut, so that's why i've never been able to catch back those last few ms i was missing from my own atmosphere compared to the new Sky atmo. :D I wish you could rotate the exponential fog to work around the planet not just at the top.
Exp fog is a pretty simple and older fog feature, it was made to blend with the new atmo fog, but having it also support space view would be a step too far I think. What I did not mention in the video I think is that in order to make my Exp Fog work with the atmo fog in space, I actually fade out the intensity of the Exp Fog to 0 when the camera goes up, through BP. It fades out when I go into space to avoid the problem.
:) I just searched your channel for 'water' and saw that the last video about it is 2 years old. Let me ask the question from you, why don't you implement refraction to water bodies? It's easy, doesn't need any ray-tracing so it would make water bodies truly realistic CPU-cheap.
Just imagine what the physics on those moons look like. :D Is there a way to get an atmosphere radius smaller than 100km? I want to do fully walkable planets, but I'm not at the point yet where I know how level stitching works, or how to get Voxel Plugin to work with it.
What type of project file in UE4 allows you to do go into space? When I try it I get an error that says "Your scene contains a Skydome Mesh with a sky material but it does not cover that part of the screen..." Anyone know how to fix this?
I'm so glad I started working with Unreal instead of Unity right of the bat. This engine is so good, and it's getting fast and epic (no pun intended) updates, the market place and free assets are on another level compared to anything else (Quixel!!!!), there is a huge amount of great tutorials both from Epic and the community that cover an absurd amount of content, and the community is just the best.
@@UnrealEngine I'm just stating facts, but you are welcome :P . We are still in the very early steps of production in a game I started together with a friend, but the possibilities are endless with Unreal.
22:03 This is CVar list accessible in UE 4.24.3 r.TemporalAACurrentFrameWeight=0.1 r.SkyAtmosphere.MultiScatteringLUT.HighQuality=1 r.SkyAtmosphere.SampleCountMax=64 r.SkyAtmosphere.DistanceToSampleCountMax=20 r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque=0 r.SkyAtmosphere.FastSkyLUT=0 r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice=4 r.SkyAtmosphere.AerialPerspectiveLUT.Depth=64