You don't have to shift the planet anymore. In the skyatmosphere settings under Planet, there is a "Transform Mode" dropdown option. Set it to use the planet center and you're all set.
Such an interesting concept. A playable planet exploration demo that allows the user to go around the planet from the sky to the ground (with a completed surface with foliage/wildlife, etc) would be amazing.
Finally finally finally after years of looking for a tutorial this one actually lives up to its title. Thank you for sharing your knowledge. Subbed and liked
Thanks so much! I'm really happy that I've been able to provide value with this tutorial. Let me know if you run into any problems or have any questions.
Hey man, the way you get prepared to the video is actually amazing. You should not stop and make more videos. Pretty sure you will get a lot of subs and eventually - money.
Wow!!!!! So simple and short tutorial!!!! Thank you a lot for this! Even I'm not planning to start creating this, but I have always dreamed about my own world! And that's, what's your video inspired to
Thank so much man! I'm working on the next video as I type this :] I'm glad that you were able to define what you like about the video: "exploration type to the point". I will make sure all my videos are in that style.
Fantastic. Sophisticated procedural generation has to be next, along with meaningful differentiation from one planet to the next when completed. Scattering of rocks, alien objects, alien trees, etc has to draw on as deep a library as the one that comes with Deepscans for human-normal objects. Biomes could be next, but isn't necessary as of now. This engine has FINALLY given me hope that I could create a game design I worked up way back in 2012.
The problem you had with the clouds disappearing at a distance is likely a render depth issue. If you hide the voxel planet from rendering then zoom out you can see the clouds are rendering but where getting "pushed" behind the voxel planet due to depth precision. You could do something like billboard the whole voxel planet , SunSky and VolumetricCloud for a very low LOD render.
Wait wait... this was his first vid and he only has 200 subs?! I felt like this was a masterclass lesson keep up the good work, very helpful and interesting👍
If you change the name and art assets it becomes an original property and you can sell it for money - inspired by Starbound not Starbound fan game - is the way you want to go my friend
getting stuck around 2:45 as there's a cut and I'm unsure how you get to that part of the "generator" menu .. maybe I'm on an older version than 2.6 but 2.6 is in test mode and won't load the voxel plugin right now so not sure how to find the radius option in the menus I've got
Hey Paul :] The first step is to make sure you have selected the VoxelExample_Planet voxel graph in your Voxel World >> Generator options. That voxel graph has the radius, strength, etc. properties in it. Therefore, first try and open your VoxelExample_Planet voxel graph and confirm those properties exist in it. It's possible that older version of Voxel Plugin don't have those properties. Let me know what you find and I can try and help out further.
I got some more information on this from the Voxel Plugin Discord server. The beta version of the plugin will compile on 4.26 and have the same generator menu as the one I have. You can grab it here: github.com/Phyronnaz/VoxelPlugin If you don't want to build from source, you can grab the Voxel Plugin beta binaries here: drive.google.com/drive/folders/1qzTSk_vdp-niSOmi3syL0yOAGiftvx3x Hope this helps :]
Hey is there any update or better way to make a game playable on the planet? I'm looking to create an MMORPG that is playable on a planet of around 50 to 200 km in radius. I need to be able to create underground dungeon on the planet as well and then add some cities and castles.
Got stuck at 2:50, after scrolling for 15min i tried changing parameters and nothing seems to work like it should, sky is gliching and doesn't eaven seem to look like yours, and i don't even know how could i work on something where i can barelly move/scroll through :/ Any advices?(already tried making camera speed higher) What Am I missing?
Thank you Alexander! I am working on a new video game that I hope to have launched in a couple more weeks. I might do a video on how I made the game fun :]
Any thoughts on adding terrain built with hydraulic erosion simulation algortihims to produce very beautiful and accurate planets down to the surface? Ultimate goal is to create a game between minecraft and rdr2 and adding some rudimentary climate simulation utilizing a 2d fluid dynamics layer to calculate the movement of moisture, wind, troughs, ridges, and clouds, as well as lift based off of temperature and orographics to give a very detailed and beautiful world for the player to mess around in. Sorry if that was overly complex but with the current technology, I think it's pretty reasonable and realistic to accomplish this goal
anyway to create an Lod system by prerendering and storing different world detail levels in memory? at the end of the day performance will come with some visual trickery, but LODS can look seamless.
Yeah, I've thought a lot about the same thing but I don't think there's currently a way to do it. It might be possible but you would probably lose the ability to have procedural terrain that gets generated on the fly. I just asked the Voxel Plugin creator about this so I'll update you once he responds. Edit: Yeah, so as I suspected, it's not currently possible with the plugin. It's a good idea and something that may be implemented in the future.
Great job. I see it’s your 1st vid. Although I don’t believe it. On the next one can you make it longer and show us what you did with the clouds. Thanks.
Thank you Scotty. Here's the video I followed to make the clouds: ruclips.net/video/U8SBkuJKPOk/видео.html. You can also directly get the code if you are a Patreon of mine :]
You're using the Pro version of the plugin that have the same generator menu you use with the ability to adjust planet radius and other parameters. The free one doesn't seem to let you do this. Is there a way to generate a playable planet like this without this plugin since it's outdated?
If you want terrain that can dynamically deform (change height) on a 3D planet like this... would voxels basically be the only way you can go? I'm not sure I like the voxel look. But with polygons it sounds like it would be a nightmare to get it to work.
Thank you very much. I will absolutely be doing more videos. I'm currently thinking about the best way to come up with topics. I can either cover interesting individual topics at random or document and explain the parts of the next game I am making... hmmm.
@@cjtomkins2468 You can get gravity working just by installing the following plugin: www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity?sessionInvalidated=true
Thanks so much. I totally agree with you. It's incredible all the stuff coming down the pipeline. Regarding Unreal Engine 4, the money from and development on Fortnite is causing the engine to evolve at an incredible rate. Really exciting times and I can't wait to explore all the cool new stuff coming and make more videos on it :]
This is neat to play around with but, I can't seem to get my character to even spawn on top of the damn thing. Always immediately defaults to World zero no matter what
Is it possible to create a Landscape Auto Material for a Voxel world? I created the material but the generated voxel world is not registered as a "landscape". I tried selecting the M_VoxelMaterial_Colors material like you did in the video, to generate the landscapes features, but everything is pink.
I took down the Patreon page because I was not producing enough content to justify the monthly pledge. I removed the original Patreon link but missed the link you clicked on. It has now been removed. I'm not currently hosting the project files anywhere but you should be able to follow to steps in the video to reproduce what I created.
Incredible Vid! one question, is there a way to imitate atmospheresky with own skybox blueprint? I am trying to create a game with multiple planets, so one atmosphere won't work
You'll want to find out how to send a get request to a weather API with unreal engine. You can request current weather info from an API like open weather or free weather API and use the JSON data in your game. That is, if you have a robust weather system. It would need quite a bit of customization to work fully, but it sounds amazing.
hi there. great video, your voice is calming for some reason :D btw can you share the cloud material? i had the same issue, the degault cloud material sucks for round objects (aka planets) thank you :)
I took down the Patreon page because I was not producing enough content to justify the monthly pledge. I removed the original Patreon link but missed the link you clicked on. It has now been removed. I'm not currently hosting the project files anywhere but you should be able to follow to steps in the video to reproduce what I created.
I tried this the other day, but voxelplugin couldn't seem to generate a planet larger than 200km in radius or so. Optimization by lowering detail didn't seem to be worth it. I felt the better solution to full size planets (or at least much larger planets) was to go with the smoke and mirrors solution and switch to a flat voxel world after entering the atmosphere.
@@voxelplugin Well I guess technically that is true, we can increase voxel size, but that doesn't really make it more usable. That's like saying we can make it work by shrinking the player character. I didn't see much point in very large planet that would end up with poor detail. High res large planets are definitely beyond the plugins current capabilities from what I could determine (That's not a complaint, just an observation).
@@stevenchristy6156 That's incorrect :) the plugin can handle up to 1B x 1B x 1B voxels, you just need to make sure your world size (not voxel size) is big enough
@@voxelplugin There is a difference between in theory and in practice.. In theory it can handle it, in practice... good luck! Anyway if you think this is totally wrong, maybe you could produce a playable demo to showcase this?
You definitely should be able to do that. If it doesn't work then I would try starting from a new project because maybe there's an odd setting. Let me know how it goes with a new project and I can try to help out more from there :]
@@kevinbikhazi6058 I did twice. Seems like the atmosphere's ground radius is defined to be minimum 100. I also tried to scale, which doesn't affect anything.
This tutorial is very interesting! I haven't actually tried this yet, but wouldn't your Character fall off the side of it because of Unreal Engine's gravity system? I'm trying to make kind of a Sci-Fi exploration game. This would be really helpful to know. Thanks
Yes, you should be able to do that. Although if it's rotating really fast, it will rotate under your feet unless your character "inherits" the rotational rate.
@@Nakasasama That sounds like fun :] I think you will go far in this field since you seem passionate about UE4. Good luck on saving up for your new computer.
@@kevinbikhazi6058 I have an associates degree in software engineering and system analysis from 2001a bachelor's in interdisciplinary studies (IT/business) 2014 and an MBA 2016. I was curious to the rotation since I heard people had a problem with ice skating characters on planets that rotated.
mmm i had the same feeling when i saw the other tuts, but this tuts dont show i great final result. Other way why dont install voxel plugin from marketplace?
Whenever I try to enlarge the planet size past about 12000 (If I read your video right you typed in 75000) it cuts out large portions of the planet. When I put it to the size you typed in, it completely disappears. Do you have any suggestions on what to do?
Yes, apparently this plugin works great to add gravity: www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity?sessionInvalidated=true
Hey! I’m currently learning about game development, so I won’t spend 300$ for a plug-in I might never use.. I would love to see a tutorial on how to do this without the plug-in.. The tutorial looks great and your explanations are on point, I’ve felt like I really understood everything you said but I’m still lacking the plug-in so I can’t really follow 🤷♂️ Thanks 🙏
Hey :] You can do everything in this video with the free version of Voxel Plugin. I've provided links to it in the description. Try it out and let me know if you need more help.
the planet is cut off beyond 15000 radius in a box-like manner. I'm quite new to unreal engine so i'm wondering if this is because the map size is too small. Does anyone have a solution for this?
@@kevinbikhazi6058 this was extremely helpful and solved my issue, however i've discovered another one in which the sky atmosphere ground radius refuses to become the number I type, instead jumping to 100. I'm not sure how to solve this other than by making the planet that size, since there seems to be no info online about this.
My planet doesn't have a dark side and I don't know why. I lowered intensity to 1 lux, but the planet just stays lit all around regardless of time of day. The sun side is really overexposed and the dark side is normal lit. Exp. Comp is 0 and min/max brightness is 0/1.0. I added a sphere thinking it'd cast a shadow, but that didn't work either. I'm kind of at a loss. I'm new to all of this.
00:56 I literally jus5 watched that video again before clicking on this one lol
You don't have to shift the planet anymore. In the skyatmosphere settings under Planet, there is a "Transform Mode" dropdown option. Set it to use the planet center and you're all set.
Oh, that's perfect. Thanks so much for the great tip :]
I remember discussing doing something like this with a few people on the discord server a few weeks back. So cool that you actually made!
Thank you :]
Such an interesting concept. A playable planet exploration demo that allows the user to go around the planet from the sky to the ground (with a completed surface with foliage/wildlife, etc) would be amazing.
Finally finally finally after years of looking for a tutorial this one actually lives up to its title. Thank you for sharing your knowledge. Subbed and liked
Thanks so much! I'm really happy that I've been able to provide value with this tutorial. Let me know if you run into any problems or have any questions.
i realize I'm pretty randomly asking but do anyone know a good website to stream new movies online ?
@Isaiah Aydin thanks, I went there and it seems like a nice service =) I appreciate it!!
@Colt Aarav You are welcome :)
Hey man, the way you get prepared to the video is actually amazing. You should not stop and make more videos. Pretty sure you will get a lot of subs and eventually - money.
Thank you Alexander. I am working on the next video now actually and I hope it's done as well as this one :]
@@kevinbikhazi6058 awesome!
Wow!!!!! So simple and short tutorial!!!!
Thank you a lot for this!
Even I'm not planning to start creating this, but I have always dreamed about my own world!
And that's, what's your video inspired to
Thank you very much Aleksandr :]
incredible video Kevin. Please do more!
THIS IS AN A GEM! - Also the 600th Subscriber! congratulations and keep up the great work!
By the way man keep grinding man, love ur exploration type to the point content 😊👌👌
Thank so much man! I'm working on the next video as I type this :]
I'm glad that you were able to define what you like about the video: "exploration type to the point". I will make sure all my videos are in that style.
@@kevinbikhazi6058 **hasnt uploaded in 9 months**
Fantastic. Sophisticated procedural generation has to be next, along with meaningful differentiation from one planet to the next when completed. Scattering of rocks, alien objects, alien trees, etc has to draw on as deep a library as the one that comes with Deepscans for human-normal objects. Biomes could be next, but isn't necessary as of now. This engine has FINALLY given me hope that I could create a game design I worked up way back in 2012.
14 people flipped out when they heard C++.
Great video!
guess one person reconsidered
I have seen those same videos and been looking for you to show me the proper way to do this.
This is the way.
The problem you had with the clouds disappearing at a distance is likely a render depth issue. If you hide the voxel planet from rendering then zoom out you can see the clouds are rendering but where getting "pushed" behind the voxel planet due to depth precision. You could do something like billboard the whole voxel planet , SunSky and VolumetricCloud for a very low LOD render.
Thank for the tip Bill. Definitely something to try out :]
ya, but is their a way to do this without the voxelplugin
Excellent video. Super exciting to see it with the clouds.
Thanks so much. I really love the clouds too :]
Wait wait... this was his first vid and he only has 200 subs?! I felt like this was a masterclass lesson keep up the good work, very helpful and interesting👍
Thank you sir :]
Yeah but, there really isn't any other content from him so people won't really subscribe if there isn't more of it.
well i saw this video and in the first 30 seconds of the vid im like "YES" and then i subbed. also i really liked that UE4 atmosphere video to
Thank you very much for the compliment Jake. Hopefully I'll have another video for you to watch soon.
Amazing video Kevin - looking forward to seeing future videos of yours!
Thank you very much Dan :]
Thank you friend for the information keep up the good works.
Ah! I arrived too late! Ok, I'll keep looking :(
It's crazy, there's nothing on youtube for the creation of planet on ue 5.
Very cool. Thanks for sharing!
Thank you very much :]
I do wish this was more in depth though. Maybe another slowed down for beginners would be fantastic for me personally. Good watch and result though
agreed,.. this video is edited with things already open in a very fast way.. but it did tell me about plugins
@3:20 if you dont see the ground/world outline when your planet is selected goto 3:27 and set World Size to 262144
Thank you for the tip :]
thanks bro!!:)
Im looking to make a FP 3D Starbound fan game.
Thanks for this.
If you change the name and art assets it becomes an original property and you can sell it for money - inspired by Starbound not Starbound fan game - is the way you want to go my friend
Look forward to seeing more of this !
Thanks so much! I look forward to creating more videos like this. Tons of great support :]
getting stuck around 2:45 as there's a cut and I'm unsure how you get to that part of the "generator" menu .. maybe I'm on an older version than 2.6 but 2.6 is in test mode and won't load the voxel plugin right now so not sure how to find the radius option in the menus I've got
Hey Paul :] The first step is to make sure you have selected the VoxelExample_Planet voxel graph in your Voxel World >> Generator options. That voxel graph has the radius, strength, etc. properties in it. Therefore, first try and open your VoxelExample_Planet voxel graph and confirm those properties exist in it. It's possible that older version of Voxel Plugin don't have those properties. Let me know what you find and I can try and help out further.
I got some more information on this from the Voxel Plugin Discord server.
The beta version of the plugin will compile on 4.26 and have the same generator menu as the one I have. You can grab it here:
github.com/Phyronnaz/VoxelPlugin
If you don't want to build from source, you can grab the Voxel Plugin beta binaries here: drive.google.com/drive/folders/1qzTSk_vdp-niSOmi3syL0yOAGiftvx3x
Hope this helps :]
Hey is there any update or better way to make a game playable on the planet? I'm looking to create an MMORPG that is playable on a planet of around 50 to 200 km in radius. I need to be able to create underground dungeon on the planet as well and then add some cities and castles.
You totaly deserve more subs
This is amazing!!!! Thank you!
very nice insightful video! :D
Thanks so much! I look forward to creating more then :]
Well done sir.
Thank you very much :]
Nice video bro!!! can we make the planet with pbr textures and quixels mega scans and make a game like star citizen?
Can this setup be use using real map terrain data, wind data, and so on ? Thank you very much for the tutorial.
It is possible to import heightmaps with voxel.. however, only in the pro version.
Looking forward to follow up tutorials on this topic! Keep making videos boss. This is great stuff.
Чувак! ты сэкономил мне кучу времени! огромнейшее тебе спасибо! ты супер!
Bro! you saved me a lot of time! Thank you very much! you are super!
This is awesome bro
Thank you :]
Got stuck at 2:50, after scrolling for 15min i tried changing parameters and nothing seems to work like it should, sky is gliching and doesn't eaven seem to look like yours, and i don't even know how could i work on something where i can barelly move/scroll through :/
Any advices?(already tried making camera speed higher) What Am I missing?
Please keep making more videos, you have a great potential.
Thank you Alexander! I am working on a new video game that I hope to have launched in a couple more weeks. I might do a video on how I made the game fun :]
@@kevinbikhazi6058 so any news? It's been a while.
Great tutorial! Subbed :)
Thank you very much :]
Any thoughts on adding terrain built with hydraulic erosion simulation algortihims to produce very beautiful and accurate planets down to the surface?
Ultimate goal is to create a game between minecraft and rdr2 and adding some rudimentary climate simulation utilizing a 2d fluid dynamics layer to calculate the movement of moisture, wind, troughs, ridges, and clouds, as well as lift based off of temperature and orographics to give a very detailed and beautiful world for the player to mess around in. Sorry if that was overly complex but with the current technology, I think it's pretty reasonable and realistic to accomplish this goal
Sorry for necro, but would nanite now make this have lightning fast performance?
This is very good info... Thank you - Subscribed
Thanks!! Helped a lot
This is awesome Kevin!!! Can you post some of the reference materials you are using?
Thanks Ian :] Yeah, I have posted all references in the description. You just have to click "Show More". Let me know if you need any other assistance!
anyway to create an Lod system by prerendering and storing different world detail levels in memory? at the end of the day performance will come with some visual trickery, but LODS can look seamless.
Yeah, I've thought a lot about the same thing but I don't think there's currently a way to do it. It might be possible but you would probably lose the ability to have procedural terrain that gets generated on the fly. I just asked the Voxel Plugin creator about this so I'll update you once he responds.
Edit:
Yeah, so as I suspected, it's not currently possible with the plugin. It's a good idea and something that may be implemented in the future.
This is exactly what I've been trying to replicate for months thank you so much!!!!
Awesome, that makes my day then :]
Great job. I see it’s your 1st vid. Although I don’t believe it. On the next one can you make it longer and show us what you did with the clouds. Thanks.
Thank you Scotty. Here's the video I followed to make the clouds: ruclips.net/video/U8SBkuJKPOk/видео.html. You can also directly get the code if you are a Patreon of mine :]
@@kevinbikhazi6058 thank you. Keep up the great work. 👍
You're using the Pro version of the plugin that have the same generator menu you use with the ability to adjust planet radius and other parameters. The free one doesn't seem to let you do this. Is there a way to generate a playable planet like this without this plugin since it's outdated?
any fix?
If you want terrain that can dynamically deform (change height) on a 3D planet like this... would voxels basically be the only way you can go?
I'm not sure I like the voxel look. But with polygons it sounds like it would be a nightmare to get it to work.
Just to let you know, you need voxel PRO to do this, and it’s £350
Don’t waste your time
Great tutorial! Your presentation is really good too, you should consider doing more videos if you have the time :)
Thank you very much. I will absolutely be doing more videos. I'm currently thinking about the best way to come up with topics. I can either cover interesting individual topics at random or document and explain the parts of the next game I am making... hmmm.
@@kevinbikhazi6058 you could always explain how to do gravity and make these planets walkable, thatd be a great tutorial
@@cjtomkins2468 You can get gravity working just by installing the following plugin: www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity?sessionInvalidated=true
@@kevinbikhazi6058 oh thank you so much!
Awesome tutorial! Definitely, a great time to make games :)
Thanks so much. I totally agree with you. It's incredible all the stuff coming down the pipeline. Regarding Unreal Engine 4, the money from and development on Fortnite is causing the engine to evolve at an incredible rate. Really exciting times and I can't wait to explore all the cool new stuff coming and make more videos on it :]
You could also argue that this is just going to flood the market with more low effort games and ultimately devalue games.
This is neat to play around with but, I can't seem to get my character to even spawn on top of the damn thing. Always immediately defaults to World zero no matter what
Ah Nice.. Time for Black and White 3
Haha, totally :]
Hello how can you make a weather system inside the planet in a sphere planet not flat when you enter the planet ?
Is it possible to create a Landscape Auto Material for a Voxel world? I created the material but the generated voxel world is not registered as a "landscape".
I tried selecting the M_VoxelMaterial_Colors material like you did in the video, to generate the landscapes features, but everything is pink.
I'm not 100% sure but you might want to ask in the Voxel Plugin Discord server :]
I would highly recommend Sebastian League's videos.......
Even tho he works with C# but its very understandable and mesmerizing
Hey, great video, you still have that volumetric cloud material? would be cool if u could share)
Can't wait for nanite in ue5 so we won't have to worry about all this optimization!
I checked the Patreon link but I noticed that there's no content. Any other place where to grab the source file? Thanks and keep up the good work!
I took down the Patreon page because I was not producing enough content to justify the monthly pledge. I removed the original Patreon link but missed the link you clicked on. It has now been removed.
I'm not currently hosting the project files anywhere but you should be able to follow to steps in the video to reproduce what I created.
Subscribed, hope to create more content
Thank you very much :]
This is the first step for spore 2!
Incredible Vid! one question, is there a way to imitate atmospheresky with own skybox blueprint? I am trying to create a game with multiple planets, so one atmosphere won't work
You'll want to find out how to send a get request to a weather API with unreal engine. You can request current weather info from an API like open weather or free weather API and use the JSON data in your game. That is, if you have a robust weather system. It would need quite a bit of customization to work fully, but it sounds amazing.
A tutorial for a working ocean on this planet would be cool.
Could you share your volumetric clouds material?
hi there. great video, your voice is calming for some reason :D
btw can you share the cloud material?
i had the same issue, the degault cloud material sucks for round objects (aka planets)
thank you :)
This is very interesting, but I wasn't able to access the project file :( Is there another link that is good?
I took down the Patreon page because I was not producing enough content to justify the monthly pledge. I removed the original Patreon link but missed the link you clicked on. It has now been removed.
I'm not currently hosting the project files anywhere but you should be able to follow to steps in the video to reproduce what I created.
I made a Planet and have somewhat of a gravity system. Been poking away at stuff.
Can I do this without voxels? I'm not going for a cartoony or minecraft style.
Hey. Is this project still active? Do you have a Discord or anything?
my planet gets cut after around 16000 when setting the radius?
did you find a fix?
@@JoseGarcia-nv3ui nah
I had the same issue. I resolved it by increasing the "Voxel - World Size"
I tried this the other day, but voxelplugin couldn't seem to generate a planet larger than 200km in radius or so. Optimization by lowering detail didn't seem to be worth it. I felt the better solution to full size planets (or at least much larger planets) was to go with the smoke and mirrors solution and switch to a flat voxel world after entering the atmosphere.
That's a totally good idea for much larger planets :]
The plugin is totally be able to generate planets that are 1000+ km in radius. Make sure your world size is big enough in the voxel world settings
@@voxelplugin Well I guess technically that is true, we can increase voxel size, but that doesn't really make it more usable. That's like saying we can make it work by shrinking the player character. I didn't see much point in very large planet that would end up with poor detail. High res large planets are definitely beyond the plugins current capabilities from what I could determine (That's not a complaint, just an observation).
@@stevenchristy6156 That's incorrect :) the plugin can handle up to 1B x 1B x 1B voxels, you just need to make sure your world size (not voxel size) is big enough
@@voxelplugin There is a difference between in theory and in practice.. In theory it can handle it, in practice... good luck! Anyway if you think this is totally wrong, maybe you could produce a playable demo to showcase this?
How do i get my planet into the third person bp?
thanks for this.
why i cant reduce the value of the groundradius (atmosphere) below 100?
You definitely should be able to do that. If it doesn't work then I would try starting from a new project because maybe there's an odd setting.
Let me know how it goes with a new project and I can try to help out more from there :]
@@kevinbikhazi6058 I did twice. Seems like the atmosphere's ground radius is defined to be minimum 100.
I also tried to scale, which doesn't affect anything.
@@bortuda Are you using Unreal Engine 4.26?
Unreal 4.25 has an early version of the atmosphere system that may only support a ground radius of 100.
@@kevinbikhazi6058 thanks again. i was still on 4.25.3. it works =D
@@kevinbikhazi6058 do you know how to make it work to walk around the planet with directional gravity?
This tutorial is very interesting! I haven't actually tried this yet, but wouldn't your Character fall off the side of it because of Unreal Engine's gravity system? I'm trying to make kind of a Sci-Fi exploration game. This would be really helpful to know.
Thanks
Yes.
There is however a plugin that lets the player use planet gravity( able to walk on spheres)
@@bluethumbbuttoneek9465 Hey there! Not sure if you're still active on this account, but could you drop the name of the plugin?
How Can I get gravity working on a planet like this?
when i scale my planet up to 75000 it just disappears/ doesnt render in :/ but when i reduce it and refresh it, its back?
when i run whith my caracter over that planet he die and i dont know how to fix that i have use the third person template pls help
I installed the free version of Voxel Plugin and I don't see the options for thread number that you used. Do they need the pro version?
Can you make the planet rotate and still walk on it?
Yes, you should be able to do that. Although if it's rotating really fast, it will rotate under your feet unless your character "inherits" the rotational rate.
@@kevinbikhazi6058 cool, right now I'm saving up for a faster computer I've just been plucking around beginner unreal engine books while I save up.
@@Nakasasama That sounds like fun :] I think you will go far in this field since you seem passionate about UE4. Good luck on saving up for your new computer.
@@kevinbikhazi6058 I have an associates degree in software engineering and system analysis from 2001a bachelor's in interdisciplinary studies (IT/business) 2014 and an MBA 2016. I was curious to the rotation since I heard people had a problem with ice skating characters on planets that rotated.
I tried using a character to move on the planet but he falls right through the floor. Can't figure much on how to make it work as an actual floor.
what about the gravity?
Quick question. Could you put multiple atmospheres (I.E. multiple planets) Or are you limited to only one sunsky per level? Thanks
I believe you are limited to one sun sky per level. However, there are other ways to do multiple atmospheres in one map.
my ground radius wont go below 100, any ideas to let it go down to 75?
You need to be using Unreal Engine 4.26 to have that ability.
mmm i had the same feeling when i saw the other tuts, but this tuts dont show i great final result. Other way why dont install voxel plugin from marketplace?
Cause not everyone have 399 dollars to spend on a plugin
im not sure why, but any number larger than ~15000 as the planet size thing doesnt seem to work. It only generates "corners" :(
Whenever I try to enlarge the planet size past about 12000 (If I read your video right you typed in 75000) it cuts out large portions of the planet. When I put it to the size you typed in, it completely disappears. Do you have any suggestions on what to do?
Any update with UE5 ?
How many GB does the map take up now?😅😁???
Nothing as it is procedurally generated on the fly every time :]
Have you thought about planetary weather systems in unreal? This is another big mystery to me
hi, can you give us a download of the project?
In this method, is this possible to play with a character who can walk on the planet? How to add gravity? Thank you for this video!
Yes, apparently this plugin works great to add gravity: www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity?sessionInvalidated=true
@@kevinbikhazi6058 thank you
Hey!
I’m currently learning about game development, so I won’t spend 300$ for a plug-in I might never use..
I would love to see a tutorial on how to do this without the plug-in..
The tutorial looks great and your explanations are on point, I’ve felt like I really understood everything you said but I’m still lacking the plug-in so I can’t really follow 🤷♂️
Thanks 🙏
Hey :]
You can do everything in this video with the free version of Voxel Plugin. I've provided links to it in the description.
Try it out and let me know if you need more help.
@@kevinbikhazi6058 thats great to hear! thanks!
il try it out :)
Super interesting. Is project only for Patreons? Thank you.
Yes, the project source code is for Patreons only :]
@@kevinbikhazi6058 , oki, fair enough 😉 I guess i am just wondering how active / interesting this Patreon will be forward
Где обучение как ты сделал облака? Где продолжение?
i cant find that material
the planet is cut off beyond 15000 radius in a box-like manner. I'm quite new to unreal engine so i'm wondering if this is because the map size is too small. Does anyone have a solution for this?
Yes, you need to increase the Voxel World Size. You can see me doing this in the video at around 3:20. Let me know if that works for you.
@@kevinbikhazi6058 this was extremely helpful and solved my issue, however i've discovered another one in which the sky atmosphere ground radius refuses to become the number I type, instead jumping to 100. I'm not sure how to solve this other than by making the planet that size, since there seems to be no info online about this.
@@matthewbadger8685 No problem. You can solve your next problem by upgrading to UE4 4.26 :] Let me know if that works.
Does this work with the free version of the voxel plugin?
Yes :]
My planet doesn't have a dark side and I don't know why. I lowered intensity to 1 lux, but the planet just stays lit all around regardless of time of day. The sun side is really overexposed and the dark side is normal lit. Exp. Comp is 0 and min/max brightness is 0/1.0. I added a sphere thinking it'd cast a shadow, but that didn't work either. I'm kind of at a loss. I'm new to all of this.