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.
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.
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.
I'm now convinced I'm living in a simulation. In 100 years I can only imagine the leaps in graphics technology. In just 20 I went from watching an NES to watching Unreal play around with the cosmos like they're gods in their own right. Incredible.
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!
The effortless way that Sjoerd navigates around those massively complex node material set ups and creates such artistically impressive results is brilliant!
man I spent two hours reading about different approaches people were taking to volumetric clouds in ue4 the other day and you guys are just gonna go and make them for me
Holy crap. I've been waiting for these specific things to be in-engine like this since I got out of college in ~2012. I'm finally getting back into the thick of things so this couldn't have dropped at a more perfect time.
Something you may wish to consider for photorealism is that the Sun, or any local star for that matter, is typically many orders of magnitude brighter than distant stars. This means that those distant stars should not be visible when the local star is on-screen. Even albedo-based light easily drowns them out due to the nature of our eyes and film/sensors. nVidia pointed this out in their Moon landing tech demo.
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!
Thanks for this excellent video. I'm experimenting with these features in my projects now, and looking forward to the updates expected for 4.26. Great work!
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.
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.
Thank you so much! I agree with those other comments mentioning to release this under the learning tab. This section wasn't updated for quite a while now and for me, as a beginner in unreal, it would be nice to have first hand examples like this and much more! you guys do so much awesome stuff but sadly don't release them. There is so much potential to smoke unity by creating even more tutorials, online courses, example projects especially for VR and AR, the HoloLens, a beautiful Megascan based project and much more! :) hope to see more in near future but even if not, you doing a great job overall!
Looks amazing, and excited for the tech. But as a person who has never touched on materials or textures of anything yet my anxiety is twitching over the amount of things I'm still going to have to learn lol. Volumetric clouds look amazing though hope some folks can dumb it down and create handy tutorials for the hobbyists learning from scratch.
Thanks :) Don't be afraid of the materials, I did a lot of very specific setups you probably should not try if you are new to the engine. The core of this is very straight forward, and for example setting up your own volumetric cloud material would be a bit much if you are new to this, but tweaking an existing one will be very easy! Start from there , experiment step by step and just have fun :)
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
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.
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.
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.
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 ?
I am a bit confused about when you are leaving the planet and it becomes spherical, is that just an illusion created by the spherical shader or is the 'world' a huge sphere?
What would be interesting is if you could specify the nanometer of the star's light based on low end, mid range and high range of the star's spectrum where a planet orbiting a class M, K, G or so on up to class O would have radically different light properties.
Me every 30 seconds of this video:
"WOOOOOOOOOW!"
Same !
LOL NEXT GEN FR
haahahahaha yeah. He is like you can do that and that and that and I'm like every feature he proposed is revolutionizing.
I really wish the remastered Mass Effect used this engine.
waa waa waa
When 4.26 is out, I'd really love to see this or similar included as an example project in the learn tab, so devs can learn from this better.
Would be cool indeed
absolutely
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.
I hope they can teach us how to make planets like this one.
I also want to add, this was a very good video in terms of speed and understandably
This guy is the best demonstrator at Epic, I saw him in Prague Unrealfest last year and he always brings some really good stuff!
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 You didnt really cover much of your materials in the video, would of been nice with some walkthrough of whats actually going on there
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.
"Look at this gorgeous update to this engine!"
(six days later)
"Look at this gorgeous new engine!"
Basically an update to the engine
@@stellarphantasmvfx5504 not MUCH of one. Its only a bandade, till 4.26 and beyond
You can play around with Niagra and Chaos in the latest Unreal versions, too. This is tech that'll eventually make its way to UE5.
Moments like this one make me say "Thank you, Fornite, for making so much money for the Unreal dev team!" even if I don't play it.
the only thing fortnite is useful for.
its very hard to admit but, im glad.
And, it pays my salary LOL.
@@SeanLake3D here you are again ! : )
dev team of 1 in this case, Sebastien is aweseome!
me: Hey this Unreal stuff seams to be pretty easy to deal with.
Sjoerd De Jong: HOLD MY NODES
Hi Unreal,
We are so glad that you are using our asset "Tropical Jungle Pack" in this video presentation.
Thank you very much!
Thanks for having made it and having put it up on our marketplace :)
Hey bro can you upload it to Unity's marketplace??
Thanks for working on it. This looks sick.
@@mintesnotmelese6552 unity hahahaha
@@mintesnotmelese6552
Ha, dudes unironically using Unity. My god. I bet he votes Democrat, too.
Now if someone can remake Spore with Unreal, that'd be great..
i miss that game!
Challenge accepted
Yes with the level of detail presented here at that XD
@@DAngotti22 I will be first xD
I will do it... but with Multiplayer!
No earthly words can describe the amount of wow! This is so Unreal!
Quite literally.
Ba-dum tiss!!
correct.
grapjas
Thats why its called Unreal Engine
How many times can I fall in love with this engine... Amazing results, can't wait to play around with this setup....
me tooo i love epic
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.
I'm quite impressed how scalable this solution is! Amazing job.
Very in-depth. More videos like this in the future, keep it up Epic!
Now i can't wait for 4.26 release 🌚
Do you hear that ??
That's the sound of my jaw dropping !
The time and dedication these devs spend on making these incredible games makes me always think twice before complaining about a bug or glitch.
Wise words
The list mentioned at 21:48.
r.TemporalAACurrentFrameWeight 0.1
r.SkyAtmosphere.MultiScantteringLUT.HighQuality 1
r.CameraCutTranslationThreshold 1000000
r.VolumetricRenderTarget 1
r.VolumetricRenderTarget.Mode 1
r.VolumetricRenderTarget.UpsamplingMode 3
r.VolumetricCloud.SampleCountMax 128
r.VolumetricRenderTarget.TemporalFactor 1
r.SkyAtmosphere.SampleCountMax 64
r.SkyAtmosphere.DistanceToSampleCountMax 20
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque 0
r.SkyAtmosphere.FastSkyLUT 0
r.SkyAtmosphere.SampleLightShadowmap 1
r.VolumetricCloud.ShadowMap 1
r.VolumetricCloud.ShadowMap.OverrideExtent 150
r.VolumetricCloud.ShadowMap.Resolution 2048
r.VolumetricCloud.ShadowMap.Strength 0.1
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice 4
r.SkyAtmosphere.AerialPerspectiveLUT.Depth 64
r.VolumetricCloud.TracingStartMaxDistance 50000
r.VolumetricCloud.TracingMaxDistance 999
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.
Aww, thank you so much for the kind words! We agree, the UE community is 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.
I envy you, im on opposite end,.stuck deeply with unity with more than 6.years into project...
I'm now convinced I'm living in a simulation. In 100 years I can only imagine the leaps in graphics technology. In just 20 I went from watching an NES to watching Unreal play around with the cosmos like they're gods in their own right. Incredible.
This makes space to planetary transition even easier and with improved quality for space games noice
This is incredibly praise worthy. Sjoerd's presentation is crisp as usual.
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!
This game engine never ceases to amaze me!
This is a dream come true. Thank you so much Unreal Engine Developers!
Oh snap, this guy works for Epic? Congrats! He helped me with a little mod years ago.
Yeah, he's the creator of The Solus Project and multiple really good ue4 tutorials
The effortless way that Sjoerd navigates around those massively complex node material set ups and creates such artistically impressive results is brilliant!
This engine amazes me everytime!
The basic sky material just blew me away!!
So many new staff, can't learn fast enought. 😱
man I spent two hours reading about different approaches people were taking to volumetric clouds in ue4 the other day and you guys are just gonna go and make them for me
Man this engine is stupidly crazy awesome. I have had to watch this video 20 times to get it all but god what a great video! And Engine!
it's always nice to see Sjoerd
i still play his UT2004 maps
Cool, which ones ?:)
@@Hourences ONS-Torlan and DM-Rankin
the game is a blast, been playing for ten years and still don't get bored
Could not be part of a more exciting industry!!!!
Unreal Engine is truly unreal and a proper water simulation(just like unigine water simulation) will make Unreal Engine THE BEST OF THE BEST ❤
I wish things like this were free on the unreal store to play around with. Looks amazing.
This zoom from space to the ant. Reminds me at the zoom of Black and White. From the sky to the Apple in the Barrel. Both are impressive.
Okay cool you can go into space ... But how did you make a whole planet tho!? It looks procedurally generated.
That needs its own tutorial! Fingers crossed…
Great! Thank you for the showcase. I can’t wait to try it for some of the upcoming projects. ❤️
Holy crap. I've been waiting for these specific things to be in-engine like this since I got out of college in ~2012. I'm finally getting back into the thick of things so this couldn't have dropped at a more perfect time.
Something you may wish to consider for photorealism is that the Sun, or any local star for that matter, is typically many orders of magnitude brighter than distant stars. This means that those distant stars should not be visible when the local star is on-screen. Even albedo-based light easily drowns them out due to the nature of our eyes and film/sensors. nVidia pointed this out in their Moon landing tech demo.
Starts about 5:45
ruclips.net/video/O9y_AVYMEUs/видео.html
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!
Thanks for this excellent video. I'm experimenting with these features in my projects now, and looking forward to the updates expected for 4.26. Great work!
I was literally trying to figure out how to do this just this week. Superb timing! Thank you.
Glad we could help!
Unreal is going full star citizen here. Great stuff. Games should be more than just a map.
Yeah i already can feel threads in forums: how to make my.own star citizen, i just started,.halp!11
Unreal Engine is inferior to Star Citizen engine
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.
If there is no spherical terrain than how did they do it here?
@@g-192 It's a shader. Sometimes reading the description will teach you something.
@@elektrofox2746 so a shader transforms a terrain to look like a sphere?
@@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.
This is amazing. Thank you Unreal Engine team for bringing this in the engine.
I could spend many hours learning how to utilize this engine. Unreal is very impressive. Great job on the tech demo running on the PS5 hardware btw.
Hourences and Epic? So that's where Sjoerd went, good job man!
There it is folks....WE are currently living in Unreal Engine 150.5 where UE 4 is currently available for us withing 150.5. Talk about crazy right!
This is going to be revolutionary for space games
This is incredible! Did I miss the part which explains how you create the infinite terrain around the planet?
Man, can't wait for 4.26
Great video and presentation of the new Sky Atmosphere feature, packed with good details and hints. And a major wow!
How did you create an entire planet? The landscape system is very limited... Is the planet a mesh? Which software did you use to create it then?
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.
@@Hourences But the landscape system can only make "flat" terrains as far as I know? Not a sphere terrain to create a planet?
Thank you so much! I agree with those other comments mentioning to release this under the learning tab. This section wasn't updated for quite a while now and for me, as a beginner in unreal, it would be nice to have first hand examples like this and much more! you guys do so much awesome stuff but sadly don't release them. There is so much potential to smoke unity by creating even more tutorials, online courses, example projects especially for VR and AR, the HoloLens, a beautiful Megascan based project and much more! :) hope to see more in near future but even if not, you doing a great job overall!
♥️ Is amazing how easy the sun effect is!! 🤯 The part of the clouds is a little hard to me but, is practice! 😊
Looks amazing, and excited for the tech. But as a person who has never touched on materials or textures of anything yet my anxiety is twitching over the amount of things I'm still going to have to learn lol.
Volumetric clouds look amazing though hope some folks can dumb it down and create handy tutorials for the hobbyists learning from scratch.
Thanks :) Don't be afraid of the materials, I did a lot of very specific setups you probably should not try if you are new to the engine. The core of this is very straight forward, and for example setting up your own volumetric cloud material would be a bit much if you are new to this, but tweaking an existing one will be very easy! Start from there , experiment step by step and just have fun :)
This is awesome. Thanks for all the support you guys give to us creators :)
I just wanna make a small wooden cabin and this guy is showing me a whole planet.
Really mind-blowing stuff here, very well done!
Also the C++ arrow key/member access operator gets a cameo at 21.38 ;)
Volume clouds amazing stuff. Been waiting for this
After the UE5 demo this has aged like milk. I was blown away 3 weeks ago.
I just wanna know how he makes the entire planet like that. haha and a livestream on the clouds material would be awesome
Yeah, even as a beginner (who might have missed something obvious), I still find it kinda weird that it was taken for granted
@UnrealEngine looking great! It would be cool if you guys would also add official support for custom/radial gravity and AI navigation for planets!
love this guys enthusiasm
ok is great, but where is the video tutorial to make "clouds surronding the planet" 14:04 ?
Stone Rage team says thank you for this video! Much love
my jaw drop to space.. unreal!!!
Great video! Have been waiting on the volumetric clouds forever :)!
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
Alternative : simul.co/
@@Quatuux you know what i didnt like that plugin! I've tried the preview in 4.24 and it was better looking!
Yes I will be releasing at minimum just the material used for the clouds. Lets first get to 4.26 :)
This looks insane, now when is this going to get implemented in the new unreal tournament?
This is impressive! I can't wait to play around with this.
How was the planet made?
Is it made with the landscape tools?, or a custom static mesh?
it looks awesome
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 thank you very much!
I look forward to seeing your video
@@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.
They are on the path to create a matrix !!
OR AN OASIS....
Explain that to the doubters who talk about diminishing returns with the upcoming consoles.
@@sagii86 I'm really excited about Microsoft Flight Simulator 2020.... and I don't even play flight simulators.
Cannot be done. We all know the earth is flat and this system represents a globe! It can't compute in the Matrix! /s
Or dimension
Amazing and also I'm so confused when it comes to large node networks and layering you're a wizard.
I'm really excited for the volumetric clouds in 4.26!\
I guess it's nice that Unreal has caught up after 10+ years.
Where can we find the Materials you have built?will they be included in the Starter Kit?Can we get it from somewhere else?
Sjoerd is an indie game dev so his work is independant from Epic Games.
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.
I feel validated by the way you name variables.
"It just works."
*Todd Howard wants to know your location.*
famous last words
Absolutely incredible I can finally do my space scenes!!
Holy cow that's some amazing stuff! Thank you Unreal!
The eclipse effect is craaaaaazy
Absolutely insane, my mind is blown!
Is there a tutorial on HOW TO create a Plnanet like this, with space, and the sun and mooon, I NEED this in my life!!!
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.
@@3drocket I just want the project download
This was super helpful with solving an issue I just had! :D
너무나 환상적이어서 눈물이 나요.^^ 정말 멋진 일을 하고 계시는 분 들 이예요. 존경합니다. 파이팅!!!
Where can we get a blueprints that you have mentioned in your videos???
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.
@@Hourences Thanks for the extra information, great presentation during the stream.
Super cool. So many use case to create amazing content.
Brilliant. Thank you!
I am happy having sleepless, frustrating nights after watching this.
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 ?
Also curious about this. Was it a plugin? Or a feature? Seems like something weird to just gloss over.
I'm also very interested in how to create something that you can then run on.
Dr. Steak damn, thats really awesome!
@@pleaseenteraname4840 Okay i understand, thanks :)
@@pleaseenteraname4840 So, its just a visual trick then. Your terrain remains plane all the time. Thats really cool
I am a bit confused about when you are leaving the planet and it becomes spherical, is that just an illusion created by the spherical shader or is the 'world' a huge sphere?
Can we get the same effect with multiple planets? Something like a solar system with planets and sun can that be done?
Looking amazing! Great video
What would be interesting is if you could specify the nanometer of the star's light based on low end, mid range and high range of the star's spectrum where a planet orbiting a class M, K, G or so on up to class O would have radically different light properties.
This is one of these videos I cannot seem to find out why there are dislikes.