Just started using Unreal a week or so ago and found your channel. If, like me you want to add rotation to the star map just add a TransformVector between the reflection vector and the skybox material. In the context menu (default on the the left) choose source as "world space" and Destination as "local space". Now when you rotate the the blueprint actor the starfield goes with it. Took me an hour or so to find the info so I thought I would share. Nice Tutorials... Subbed.
Great tip, and congrats on learning so quickly! Only a week, and youve already improved on one of my videos ;) Well done, and thanks so much for subscribing :)
Wow, I followed through your tutorial and I am excited. It just works, you are the man we need. Beautifully illustrated, very nice tempo and not too overly complicated to copy and learn by doing. I will just recount the things that weren't apparent for the viewers [especially those new to Unreal Editor like myself]: 1) For the spacescape we are supposed to open the already crafted purple-nebula-complex.xml and export the skybox into a .dds file FOR SOURCE-engines (exporting to Unreal is buggy) 2) Making a 3-Vector in a Blueprint is done by holding the keyboard-button [3] and clicking onto the graph. 3:03 3) The zero constant is done by creating a Constant node 7:02 4) The LERP Node is actually the LinearInterpolate Node which is found as a Math expression 8:05
Thanks so much for the kind words! :) And thanks for leaving those notes, I try not to assume any info on the part of the viewer, but sometimes the small stuff slips through
@@underscore00 No biggie! This is all in part of being quick and efficient and due to you demonstrating it as you say it does wonders. Sometimes I pause to catch up or play around until I get the same results but other than that, there is no better quickguide with that kind of thorough and snappy presentation on youtube. You cannot believe how long I've searched for that. :>
I can't believe how complicated a basic skybox is in UE4. I would have expected that you have a dropdown with about 20 ready-to-go skies that come with the engine that you can change with one click (for beginners and quick mock ups). Anyway, thank you for putting this together!
Yeah it is a little strange that skyboxes are as complicated as they are in UE4 - it would be awesome if there was a skybox pack somewhere that had a bunch of various pre-made skies to use. Could be a good idea for the marketplace! I'll be making a few more videos about skyboxes in the near future though :) Thanks for dropping by!
engines are some of the most complicated softwares, UE already does a lot of the heavy lifting for you, being able to do basic shaders is a prerequisite for artists working in engines, or anyone creating visuals.
To work properly in PIE I had to copy the Construction Script nodes -- inside the SkySphere Blueprint -- to Event BeginPlay. Otherwise star brightness etc wasn't being set at runtime. Hope this helps someone
Great video, I finally got it to work on my third try, the only thing I could say to someone who's new to unreal. He's using a shortcut to create in blueprints Hold 3 + Left click for zero vectors and don't forget to save. I got through the whole thing and it was black. I realized I hadn't saved the material it was still open in a tab but other than that awesome, thank you very much. :)
@@reginaldcruz8068 Hi, really easy. With blueprint open in UE4 create the node you want. Copy it (right click), then with UE5 blueprint simultaneously open, right click paste. So have both UE editors open at the same time.
First off, I'm an intermediate Ue4 user. It's easy to gloss over people saying "help" because most of them don't even know how to use Unreal and didn't start with the basics. However, I've been doing this for years, and no matter what settings I set my Skybox to, during the VERY FIRST STAGE of this tutorial, my image quality never sharpens from blurry. Of course I have all the settings correct. I even made sure the unused options were the same as he has. It's still blurry. I exported the Skybox as a 4k image. Where the hell is all this blur coming from? (EDIT) In Skyscape, I tried the 6 image export and cubemap. Both don't work. So then I stopped trying to export with the Unreal option and set it to SOURCE. This solved the problem. However, now my sky is purple, and not black. I'm going to attempt to correct this in engine.
underscore, I've got the results in the viewport, but when I press Play in PIE or in Standalone, none of the parameters have any effect. If i delete the paratmeters, and in material set multiply to a scalar value, the brightness has the effect when PIE or in standalone. Thx for tutorial!
Excellent tutorial as well as follow on info. I had the same issue as one of your other viewers where the skybox parameter settings were not being applied when playing in the editor and your solution worked for me though I can no longer see the skybox rendered when editing. That is not a bid deal for me though. Thank you much.
So how would we go about adding this to the default skysphere? I managed to get it into the material, but its literally a cube. Its very blatantly cubed inside the world and I want it to look smooth how yours appears. I also notice that my export shows the cubing when imported into UE 4.26.2 that your's doesn't seem to have. I exported as the single DDS, 2048, for unreal. I don't think those are the wrong settings.
when I play what we did to configure does not work and the skybox is with everything at maximum not solving anything the scheme to configure the brightness and such
I created a skybox in Spacescape and exported it as a DDS Cube map, but it has a strange Jigsaw style pattern when opened in unreal. EDIT: Export as Ogre3D not UNREAL.
Really liked this video! Also, Spacescape looks like a really fun tool, thank you so much for linking it! This is perfect for the game I'm making. Subscribed =]
Anyone knows what this means? [SM5] (Node TextureSampleParameterCube) ParamCube> Found Texture2D, requires TextureCube. It comes up when I apply the texture and set it into emissive color
Any thoughts as to why Spacescape doesn't export a proper cubemap? No matter which engine option or file format selected it always exports each texture to it's own separate image instead of merging them all into a projected spheric texture
@@IlKoalaFelice I used single dds cubemap but when I exported it in UE4 it feels like sky is a box Edit: If you are having the same problem import it in the source format not UE4
@underscore, great tut. mate, any idea why my material is coming through massively overexposed? i've removed all lighting from my scene, turned all the parameters from your tut down to 0.1... i've tried exporting the dds from spacescape using all of the unreal/ogre3d/source options... it doesn't seem to matter...
having the same issue, have you by any chance figured it out? im thinking it must be tied to some default light since some objects in the scene suffer from the same thing even though technically there is no light there
And with the speed, it's perfect... it's better to have a small condensed video and i have to pause and apply..rather than a really long (50 mins or so) video that i feel it's too much for me to handle. like a lot of tutorial videos do. Thanks alot for this video,,, watching part 2 now ;)
Thanks so much :) that's exactly my philosophy: I'd rather have a video people have to pause and slow down than a video that's slow and wastes everyone time
Hey! I've followed your tutorial up until you start working with material params. I have issues with my box being lit. You wouldn't know what causes this? From what I can see this is not an issue for you
Hi, that sounds like a fairly common issue people have run into. Luckily, there's an easy fix! Just get back into spacescape and re-export the .dds for a different engine. I think 'source' is the one that gets people the best results, and the 'unreal' one is designed for UDK not UE4, which is why it causes issues. Hope that helps!
I found the problem and fixed it in my game. SpaceScape has a bug. If you tell the program to export a cube compatible with unreal, it munges up the position of the six sides so they dont line up. If you keep it at the default of 'ogre' and set it to export as single DDS, both these options together produce the desired result. Also be aware telling it to export a 4k cubemap took ue4 about 3 hours to complete the import on my PC with 16gb of ram. Once it was imported and the settings set, everything was fine. -- Basically, what you just said! Thanks for the suggestion!
Finally an up to date tutorial. Great one! I have the problem, that i run pretty fast through the skybox, should I just scale it up? but the standard Skybox from the engine is almost "endless" (with no different scale). Is there a way to achieve the same?
Great tutorial, easy to follow. I was just wondering why make this a blueprint instead of just editing the skysphere material. Is it for more control? I'm a newbie so just curious, thanks.
What's the added benefit of using Material Parameter Collections vs. just using simple Parameters?! At the end of the day you control them the same way from the BP, via the Set Material Parameter node. It seems like they offer an encapsulated grouping for the parameters, but with no real purpose. Can you please help me out? Thanks so much!
How does one learn the depth of the material editor that this guy has? Was there a master course published somewhere about this? Fresnels, Reflection Vectors, Shading Models, how do you know when to multiply their values? How do you understand what does what and learn them better?
you really need to tell us what your pressing to get the vector 0's and that sort of stuff in the materials section, in other words, explain what your doing more cause it takes me a while to figure out how to do what your doing
My bad! I try to talk through every keypress, but sometimes the little basic stuff slips through. Remember: The UE4 documentation is your friend! As for some of the material shortcuts: Hold 1 and click the graph: Constant Hold 3 and click the graph: Color Hold S and click the graph: Scalar parameter Hold L and click the graph: Lerp node Hold U and click the graph: Texture Coords Hope that helps! I'll try to do better in the future :)
hey man thank you for the turorial can you please answer me some questions ? what is the difference between power and scene brightness ? i cant see any difference why do i lerp the scene brightness with a black solid ? and what exaclty is the reflection vector ws doing ? why it is the red channel that can mask out the stars ?
Hi! I know this is an older video but I hope the question can still be answered. When I have my scene with the space skybox and start it, it becomes more and more saturated over the first few seconds. It ends up being a very overlit skysphere... Any idea why and how to fix this? cheers
Hi! Thanks for watching :) sounds like you scene has some auto-exposure settings. Try adding a post-process volume, setting it to 'unbound' and then playing with exposure settings :)
Thank you! Please answer if you find something. I also thought to try with dynamic material instances, but I'm busy working on something else right now. Anyway, I will definitely return to that.
any good solutions on adding the Sun sprite / mesh with this where its tracked with the Directional light? trying to create a day / night cycle in space looking at earth.
Would be nice if you could demonstrate how you made the texture in SkyScape, or at least least upload your texture, because it generates an XML texture, which can't be imported into unreal (Yes, I'm a noob at this).
Amazing tutorial! Only problem im having is when I click play, all of the changes that I did to my parameters (Star brightness, scene brightness, and power) dont show
hello underscore. i like the outer space material video. But i have the same issue Ronald Kamanga tell`s about you. Can you tell how to fix it. Please i really need it. Sorry to ask Which UE4 version you are using. i am using 4.15.
thanks for the amazing tutorial!! i have a question. When I try to play in this scene, lights are really falling down and it gets so dark. i tried to adjust parameters and valuables but nothing change
Hi! I followed your tutorial to create the skybox but when I press play in the editor the parameters for brightness, power and such don't actually change my scene but once I hit esc and go back to the editor the parameters are visible? please help??
Hi, thanks for watching :) what do you mean by 'parameters are visible'? One thing I can thing to do is tweak your 3-point-levels node to further isolate your light/dark areas.
underscore oh sorry for the misunderstanding let me explain... So in the blueprint for the skybox (construction script) we setup editable variables that control the scene brightness, power and star brightness... So when I edit these variables in the defaults tab in the details panel the scene updates and changes as well but when I press play in the level editor none of the changes I made to the variables affect the scene once I exit gameplay once more the changes I made to the scene return... Is there something else I need to do to have the changes affect the world during gameplay as well? Hope I explained it thoroughly this time lol
I think I understand what's happening. Not sure I can confirm what the issue is without playing with your project myself. Sounds like something is interfering with the scene's render settings at runtime - maybe something in the level blueprint, your post-process volume, or even another blueprint somewhere in your scene. Try this: Move all your code that it's in the blueprint's construction script to the event graph, and hook it up to the Begin Play node. See if that works, then get back to me :) EDIT: youll have to set your variables in the blueprint, not the editor
Hi again!! so it worked the changes update when I connect the code to the event beginplay only one small problem lol The changes appear after gameplay has started :D do you think it would work if I duplicated the code and connected it to the construction script so that way I can see what changes get made since they would be using the same variables and the construction script doesn't change anything way? let me know what you think but again big thanks for your help love your videos too!!!!
Hi guys maybe someone can help me i made the tutorial and everything is working but only in editor after i click play all the changes made by this class are disapier. After returning to edition i sea everything again ...
Olá amigão e tem como personalizar o céu desse mesmo modo com dia, noite, estrelas e lua? Hello friend, is there a way to customize the sky in the same way with day, night, stars and moon?
thanks,, I followed everything by my sky lacks the quality! it is blurry and not sharp and low resolution although I exported the largest size from the app
Hello. Thank you very much for this tutorial which is really very useful. Following all the instructions, I have two problems: (i) I find that the stars remain blurry, (ii) the rendering is good when I look in the editor but when I launch the game, I don't see the stars. Do you have any idea how to fix these two problems? Thank you in advance
[SM5] (Node TextureSampleParameterCube) ParamCube> Found Texture2D, requires TextureCube. Hello, im have this mistake. it appears after I connect Parametre Cube to Emissive
Hello everyone. I'm actually repeating the exact same blueprint system as what I can see here after making my personnal spacecape dds map, but in the end my texture is multiple cut as if it was trapped into a box. Maybe someone know something about it and can help me ? Thank to your attention
This solution no longer works. I too am trying to find a solution, so far all the software for making this (except SpaceScape) no longer works nor is supported.
I'm getting a weird bug when I hit play. When I hit play the skybox is created at, as it seems, the lowest values possible so 0, then the entire skybox starts to fade in (using the skybox params) so it goes from 0 and keeps increasing itself until it reaches 1, ignoring all of my inputs so the power, star brightness, and scene brightness, all end up being 1 no matter what number I put it at. I then looked through all of the comments for solutions but found nothing that works for me. I currently have the Set Scalar Param's in the event graph (linked with beginPlay) and construction script. I set the same exact values everywhere, which includes in the editor, the variables inside the blueprint, the skybox params (Material parameter collection)and the SpaceSkybox(self) component inside the blueprint. I even tried this: Deleted the variables, deleted skybox params, linked absolute float values to where the variables would be in the graph and construction script, and still nothing. And yes, my image/cubemap is correct and was exported as a source .dds file from spacescape and have tried 2k res and lower res's. These blueprints and materials are literally the only things I have in my blank project so it can't be anything else. I tried setting the skybox material to two-sided on the base parameter, still nothing. I have been trying to fix this for 3 days, so please help.
I also tried removing all of the multipliers,lerps, and other un-needed nodes within the material besides the material, terxture, reflection vector, and 3 point vector at the start, and nothing.
Customizability, basically. Not sure if that's a word, but you know what I mean XD By using a method like this, you can create all kinds of different ways to control colors, lights, brightness, movement, that sort of thing.
Just started using Unreal a week or so ago and found your channel.
If, like me you want to add rotation to the star map just add a TransformVector between the reflection vector and the skybox material. In the context menu (default on the the left) choose source as "world space" and Destination as "local space". Now when you rotate the the blueprint actor the starfield goes with it. Took me an hour or so to find the info so I thought I would share.
Nice Tutorials... Subbed.
Great tip, and congrats on learning so quickly! Only a week, and youve already improved on one of my videos ;) Well done, and thanks so much for subscribing :)
Saved me time. Thanks
Huge thanks dude!!!! This was super helpful!
Wow, I followed through your tutorial and I am excited. It just works, you are the man we need.
Beautifully illustrated, very nice tempo and not too overly complicated to copy and learn by doing.
I will just recount the things that weren't apparent for the viewers [especially those new to Unreal Editor like myself]:
1) For the spacescape we are supposed to open the already crafted purple-nebula-complex.xml and export the skybox into a .dds file FOR SOURCE-engines (exporting to Unreal is buggy)
2) Making a 3-Vector in a Blueprint is done by holding the keyboard-button [3] and clicking onto the graph. 3:03
3) The zero constant is done by creating a Constant node 7:02
4) The LERP Node is actually the LinearInterpolate Node which is found as a Math expression 8:05
Thanks so much for the kind words! :) And thanks for leaving those notes, I try not to assume any info on the part of the viewer, but sometimes the small stuff slips through
@@underscore00 No biggie! This is all in part of being quick and efficient and due to you demonstrating it as you say it does wonders.
Sometimes I pause to catch up or play around until I get the same results but other than that, there is no better quickguide with that kind of thorough and snappy presentation on youtube. You cannot believe how long I've searched for that. :>
@@LocherYT Thanks so much for the kind words :) Thats exactly what I try to do with my videos, so im so pleased you like the style!
Thanks man, all the bits I was struggling with sorted
I can't believe how complicated a basic skybox is in UE4. I would have expected that you have a dropdown with about 20 ready-to-go skies that come with the engine that you can change with one click (for beginners and quick mock ups). Anyway, thank you for putting this together!
Yeah it is a little strange that skyboxes are as complicated as they are in UE4 - it would be awesome if there was a skybox pack somewhere that had a bunch of various pre-made skies to use. Could be a good idea for the marketplace! I'll be making a few more videos about skyboxes in the near future though :)
Thanks for dropping by!
As a new unreal user I'm glad to learn that I'm not alone in thinking that the whole skybox situation is unnecessarily compilcated.
engines are some of the most complicated softwares, UE already does a lot of the heavy lifting for you, being able to do basic shaders is a prerequisite for artists working in engines, or anyone creating visuals.
Yeah in Unity this is a relatively simple process, just go to lighting settings and change skybox texture
Hold 3 + Left click for zero vectors.
Thank you so much, underrated comment
seriously thank you so much
Alternatively it's just right click and type in 'vector 3' and select constant3vector.
legend
Thank you
To work properly in PIE I had to copy the Construction Script nodes -- inside the SkySphere Blueprint -- to Event BeginPlay. Otherwise star brightness etc wasn't being set at runtime. Hope this helps someone
luv u
YOU ARE TEH ABSOLUTE GOAT
Thank youuuu!!
you are god
Thank you.
Great video, I finally got it to work on my third try, the only thing I could say to someone who's new to unreal. He's using a shortcut to create in blueprints Hold 3 + Left click for zero vectors and don't forget to save. I got through the whole thing and it was black. I realized I hadn't saved the material it was still open in a tab but other than that awesome, thank you very much. :)
hold 3 + left click - your are a God send, thx
Use Absolute World Position instead of the Reflection Vector. It works better and you end up with an texture that's easier to control the brightness.
Spacescape Export Options: DDS OGRE3D, 1-2k is fine (at 0:30 u can see he used 1k, 2k makes a filesize of ~100mb might be a bit much)
HI, my tip. In skybox material set the blend mode to additive else the sun (directional light) will be masked out.
but it got so bright so quick. When would this be useful?
Can you help explain how you imported it to UR4? I try and open the download file and it won't allow me to.
@@reginaldcruz8068 Hi, really easy. With blueprint open in UE4 create the node you want. Copy it (right click), then with UE5 blueprint simultaneously open, right click paste. So have both UE editors open at the same time.
First off, I'm an intermediate Ue4 user. It's easy to gloss over people saying "help" because most of them don't even know how to use Unreal and didn't start with the basics.
However, I've been doing this for years, and no matter what settings I set my Skybox to, during the VERY FIRST STAGE of this tutorial, my image quality never sharpens from blurry.
Of course I have all the settings correct. I even made sure the unused options were the same as he has. It's still blurry. I exported the Skybox as a 4k image. Where the hell is all this blur coming from?
(EDIT) In Skyscape, I tried the 6 image export and cubemap. Both don't work. So then I stopped trying to export with the Unreal option and set it to SOURCE. This solved the problem. However, now my sky is purple, and not black. I'm going to attempt to correct this in engine.
underscore, I've got the results in the viewport, but when I press Play in PIE or in Standalone, none of the parameters have any effect.
If i delete the paratmeters, and in material set multiply to a scalar value, the brightness has the effect when PIE or in standalone.
Thx for tutorial!
I have the same problem. Does anyone know a solution?
Same issue. Tried assigning the params before setting the material in BP also didn't work. UE 4.26
@@shekhar_sahu i had the same issue. do one thing change the parameters directly from the content browser where you made the material parameter
what format is image when i put it on parameter cube it goes red (error) this hapens when i connect it to emisive color
DDS filetype, exported from SpaceScapes. You have to use the Ogre3D preset though. The Unreal preset is for PNG cubemapping.
@@ethanpenn5 Thank you! I was wondering what he exported as.
@@ethanpenn5 Unreal says "failed import" when I try to import the DDS file
Excellent tutorial as well as follow on info. I had the same issue as one of your other viewers where the skybox parameter settings were not being applied when playing in the editor and your solution worked for me though I can no longer see the skybox rendered when editing. That is not a bid deal for me though. Thank you much.
So how would we go about adding this to the default skysphere? I managed to get it into the material, but its literally a cube. Its very blatantly cubed inside the world and I want it to look smooth how yours appears. I also notice that my export shows the cubing when imported into UE 4.26.2 that your's doesn't seem to have. I exported as the single DDS, 2048, for unreal. I don't think those are the wrong settings.
When you export the DDS, you must select SOURCE instead of UNREAL
when I play what we did to configure does not work and the skybox is with everything at maximum not solving anything the scheme to configure the brightness and such
Was getting the same issues. Have you been able to fix it?
I created a skybox in Spacescape and exported it as a DDS Cube map, but it has a strange Jigsaw style pattern when opened in unreal.
EDIT: Export as Ogre3D not UNREAL.
Thank you!
Will i get any problem if i keep it as SOURCE?
I wish it was like blender where all you have to do is drop down an image texture in a "world" tab and bam, you're set.
Good tuto but please, when u do shortcut explain how :)
Really liked this video! Also, Spacescape looks like a really fun tool, thank you so much for linking it! This is perfect for the game I'm making. Subscribed =]
[SM5] (Node TextureSampleParameter2D) Param2D> Found TextureCube, requires Texture2D
This is the error i get in material editor? Can anyone help?
Just take a hdr image for your texture
Anyone knows what this means? [SM5] (Node TextureSampleParameterCube) ParamCube> Found Texture2D, requires TextureCube. It comes up when I apply the texture and set it into emissive color
Thanks for this video, Indeed I did my starmap with substance however, the program you used Spacescape does better job as that is made for this.
Any thoughts as to why Spacescape doesn't export a proper cubemap?
No matter which engine option or file format selected it always exports each texture to it's own separate image instead of merging them all into a projected spheric texture
file of type: single dds cubemap
@@IlKoalaFelice I used single dds cubemap but when I exported it in UE4 it feels like sky is a box
Edit: If you are having the same problem import it in the source format not UE4
@@arifyakupogullari691 How did you get your skybox in? When I import to UE it just gives me sep images....
Great tutorial. Thanks for taking the time to share with us. i'm Just starting out. will be trying to follow along
@underscore, great tut. mate, any idea why my material is coming through massively overexposed? i've removed all lighting from my scene, turned all the parameters from your tut down to 0.1... i've tried exporting the dds from spacescape using all of the unreal/ogre3d/source options... it doesn't seem to matter...
having the same issue, have you by any chance figured it out? im thinking it must be tied to some default light since some objects in the scene suffer from the same thing even though technically there is no light there
WOW !! This Tutorial is really amazing... thank you very much :)
And with the speed, it's perfect... it's better to have a small condensed video and i have to pause and apply..rather than a really long (50 mins or so) video that i feel it's too much for me to handle. like a lot of tutorial videos do.
Thanks alot for this video,,, watching part 2 now ;)
Thanks so much :) that's exactly my philosophy: I'd rather have a video people have to pause and slow down than a video that's slow and wastes everyone time
Hey! I've followed your tutorial up until you start working with material params. I have issues with my box being lit.
You wouldn't know what causes this? From what I can see this is not an issue for you
Did you find a solution to this, I am having the same issue
same issue here, the sphere mesh is lit (even though the material is set to unlit) also it hides my sun
Mil gracias!!! justo lo que andaba buscando...slds!!!
Why do we need to use the Reflection Vector instead of just using the Absolute World Position, with the material being Two-Sided?!
Thanks ! really liked it.
You're welcome! :)
nice :) that was fast and taught me a lot
Thanks, great tutorial
Thank you! This helped me out!
when i tried this, the dds cube generated by SpaceScape was wrong, and wasn't continuous. It had obvious corners :(
Hi, that sounds like a fairly common issue people have run into. Luckily, there's an easy fix! Just get back into spacescape and re-export the .dds for a different engine. I think 'source' is the one that gets people the best results, and the 'unreal' one is designed for UDK not UE4, which is why it causes issues.
Hope that helps!
I found the problem and fixed it in my game. SpaceScape has a bug. If you tell the program to export a cube compatible with unreal, it munges up the position of the six sides so they dont line up. If you keep it at the default of 'ogre' and set it to export as single DDS, both these options together produce the desired result. Also be aware telling it to export a 4k cubemap took ue4 about 3 hours to complete the import on my PC with 16gb of ram. Once it was imported and the settings set, everything was fine.
-- Basically, what you just said! Thanks for the suggestion!
@@underscore00 This was the fix! (The fix you recommended, source and what not)
Thanks, brother...
How do you change the export quality of the basic skybox? Or did you manually create a dds file and export it?
This is a really great tutorial bro, thank you!
Good work mate thanks for sharing
Finally an up to date tutorial. Great one! I have the problem, that i run pretty fast through the skybox, should I just scale it up? but the standard Skybox from the engine is almost "endless" (with no different scale). Is there a way to achieve the same?
Thanks :) I'll have a look into it, I just adjusted the scale because it was the simplest solution. I'll get back to you ASAP!
Ok! Maybe I'll just scale it up, too ^^
You could attach it to the player so it moves with them.
Super helpful tutorial, thank you so much!
Only issue I have is completely unrelated (starfield cubemap from Nasa image using Gimp)
Great tutorial, easy to follow.
I was just wondering why make this a blueprint instead of just editing the skysphere material. Is it for more control? I'm a newbie so just curious, thanks.
How to export a rectangular texture in Spacescape?
Great tutorial. How do you rotate the skybox?
I can just see massive squares in mine and its missed a lot of the "black" out, its just all of the colours
What's the added benefit of using Material Parameter Collections vs. just using simple Parameters?! At the end of the day you control them the same way from the BP, via the Set Material Parameter node. It seems like they offer an encapsulated grouping for the parameters, but with no real purpose. Can you please help me out? Thanks so much!
Very Nice!
How does one learn the depth of the material editor that this guy has? Was there a master course published somewhere about this? Fresnels, Reflection Vectors, Shading Models, how do you know when to multiply their values? How do you understand what does what and learn them better?
you really need to tell us what your pressing to get the vector 0's and that sort of stuff in the materials section, in other words, explain what your doing more cause it takes me a while to figure out how to do what your doing
My bad! I try to talk through every keypress, but sometimes the little basic stuff slips through. Remember: The UE4 documentation is your friend! As for some of the material shortcuts:
Hold 1 and click the graph: Constant
Hold 3 and click the graph: Color
Hold S and click the graph: Scalar parameter
Hold L and click the graph: Lerp node
Hold U and click the graph: Texture Coords
Hope that helps! I'll try to do better in the future :)
@@underscore00 dont get me wrong, your video was still very helpful, but thanks, im sure that'll help more than just me
Thank you. Very nice tutor.
hey man thank you for the turorial can you please answer me some questions ?
what is the difference between power and scene brightness ? i cant see any difference
why do i lerp the scene brightness with a black solid ?
and what exaclty is the reflection vector ws doing ?
why it is the red channel that can mask out the stars ?
does not work in version 4.25
thank you!!! 😀
when i export the file from spacescape its a DDS file and can't be imported into UE4
I like it. Thank you very much.
Thank you bro.
where did you get your texture cube from?
Hi! I know this is an older video but I hope the question can still be answered. When I have my scene with the space skybox and start it, it becomes more and more saturated over the first few seconds. It ends up being a very overlit skysphere... Any idea why and how to fix this? cheers
Hi! Thanks for watching :) sounds like you scene has some auto-exposure settings. Try adding a post-process volume, setting it to 'unbound' and then playing with exposure settings :)
Why these values can't be changed at runtime? I wanted to make it live, to make stars slowly change intensity, but for some reason, it's not working.
That would look pretty cool! Not sure about whether or not it will work, but I'll give it a go myself and have a look :)
Thank you! Please answer if you find something. I also thought to try with dynamic material instances, but I'm busy working on something else right now. Anyway, I will definitely return to that.
any good solutions on adding the Sun sprite / mesh with this where its tracked with the Directional light? trying to create a day / night cycle in space looking at earth.
error, I don't know how to fix it : (Node TextureSampleParameterCube ) ParamCube> Found Texture 2d, requires TextureCube
if you haven't found the solution yet, changing the cubemap texture file to a ddf or hdri fixed it for me
Would be nice if you could demonstrate how you made the texture in SkyScape, or at least least upload your texture, because it generates an XML texture, which can't be imported into unreal (Yes, I'm a noob at this).
Hi i followed your tutorial the skybox appears like a cube for some reason.
Amazing tutorial! Only problem im having is when I click play, all of the changes that I did to my parameters (Star brightness, scene brightness, and power) dont show
Are they on private?
Interesting... Thank you.
subd, keep up the excellent work!
Thanks! :)
amazing, thanks
how did you export it like that, mine is all chopped up
thank you, very helpfull
hello underscore. i like the outer space material video. But i have the same issue Ronald Kamanga tell`s about you. Can you tell how to fix it. Please i really need it. Sorry to ask Which UE4 version you are using. i am using 4.15.
Thanks a bunch!
Spacescape freezes on startup, do you know why?
good tutorial . cool!
my sky box is still a box! where did i go wrong?
Y selected UNREAL as export for in Spacescape. Keep it Source and u wont have any problem. I had the same problem too.
@@dfutd-pn4xe Most grateful!
thanks for the amazing tutorial!! i have a question. When I try to play in this scene, lights are really falling down and it gets so dark. i tried to adjust parameters and valuables but nothing change
In project settings turn off "Auto Exposure"
@@mjl3631 thanks! I'll try it
Hi! I followed your tutorial to create the skybox but when I press play in the editor the parameters for brightness, power and such don't actually change my scene but once I hit esc and go back to the editor the parameters are visible? please help??
Hi, thanks for watching :) what do you mean by 'parameters are visible'?
One thing I can thing to do is tweak your 3-point-levels node to further isolate your light/dark areas.
underscore oh sorry for the misunderstanding let me explain... So in the blueprint for the skybox (construction script) we setup editable variables that control the scene brightness, power and star brightness... So when I edit these variables in the defaults tab in the details panel the scene updates and changes as well but when I press play in the level editor none of the changes I made to the variables affect the scene once I exit gameplay once more the changes I made to the scene return... Is there something else I need to do to have the changes affect the world during gameplay as well? Hope I explained it thoroughly this time lol
I think I understand what's happening. Not sure I can confirm what the issue is without playing with your project myself. Sounds like something is interfering with the scene's render settings at runtime - maybe something in the level blueprint, your post-process volume, or even another blueprint somewhere in your scene.
Try this: Move all your code that it's in the blueprint's construction script to the event graph, and hook it up to the Begin Play node. See if that works, then get back to me :) EDIT: youll have to set your variables in the blueprint, not the editor
underscore okay I'll try that after my class thanks!
Hi again!! so it worked the changes update when I connect the code to the event beginplay only one small problem lol The changes appear after gameplay has started :D do you think it would work if I duplicated the code and connected it to the construction script so that way I can see what changes get made since they would be using the same variables and the construction script doesn't change anything way? let me know what you think but again big thanks for your help love your videos too!!!!
Hi guys maybe someone can help me i made the tutorial and everything is working but only in editor after i click play all the changes made by this class are disapier. After returning to edition i sea everything again ...
same, any fix?
Olá amigão e tem como personalizar o céu desse mesmo modo com dia, noite, estrelas e lua?
Hello friend, is there a way to customize the sky in the same way with day, night, stars and moon?
There is a way to rotate this skybox or to use a panner?
Tried to follow this but the skybox just outputs all white. Not even the clouds are there. lol
Thanks for your tutorial brother. But your Spacescape mirror link didn't work. Can anybody help me to give me the image ?
If it’s a DDS and exported for source it will work and not have lines if use the basic 512 that spacescape is normally default at
you cant just export it as a cube, you have to make the cube then add the layers , you missed a huge step for alot of people
Thanks man, i followed this exactly, but my skybox from spacescape has seems in it? how to fix that?
Export for OGRE 3D instead of Unreal :)
@@woody5461Thank you!
unlit is not working on play mode... what should i do...
I'm sorry for my English. In android compilation this skybox is darkness (dim)! Can I fix this? P.S. in mobile preview in ue4 skybox in normal
DOesnt work for me, its full of bugs and i can see the cubemap seams
Sounds like there are issues with your skybox file. Try exporting it with a different format and see if it works better
Exported with source format fixed some seams, and fixed color banding by disable auto exposure crap
thanks,, I followed everything by my sky lacks the quality! it is blurry and not sharp and low resolution although I exported the largest size from the app
Same thing for me. I'm trying to figure it out.
Hello. Thank you very much for this tutorial which is really very useful. Following all the instructions, I have two problems: (i) I find that the stars remain blurry, (ii) the rendering is good when I look in the editor but when I launch the game, I don't see the stars. Do you have any idea how to fix these two problems? Thank you in advance
You have to export as SOURCE not Unreal in Spacescape
Increase The Sphere Size To Stop The Blur
[SM5] (Node TextureSampleParameterCube) ParamCube> Found Texture2D, requires TextureCube.
Hello, im have this mistake. it appears after I connect Parametre Cube to Emissive
You need to export as a cubemap
The resolution looks bad for me.. Anybody help me?
How did you make the cubemap??
Hello everyone. I'm actually repeating the exact same blueprint system as what I can see here after making my personnal spacecape dds map, but in the end my texture is multiple cut as if it was trapped into a box. Maybe someone know something about it and can help me ? Thank to your attention
This solution no longer works. I too am trying to find a solution, so far all the software for making this (except SpaceScape) no longer works nor is supported.
You go very fast and click things we can't seem to follow, maybe going a little slower and explaining more of what you are doing will help.
I had to watch this video at .75 speed (it's a setting on the video player). Much easier to follow if you do that.
I'm getting a weird bug when I hit play. When I hit play the skybox is created at, as it seems, the lowest values possible so 0, then the entire skybox starts to fade in (using the skybox params) so it goes from 0 and keeps increasing itself until it reaches 1, ignoring all of my inputs so the power, star brightness, and scene brightness, all end up being 1 no matter what number I put it at. I then looked through all of the comments for solutions but found nothing that works for me. I currently have the Set Scalar Param's in the event graph (linked with beginPlay) and construction script. I set the same exact values everywhere, which includes in the editor, the variables inside the blueprint, the skybox params (Material parameter collection)and the SpaceSkybox(self) component inside the blueprint. I even tried this: Deleted the variables, deleted skybox params, linked absolute float values to where the variables would be in the graph and construction script, and still nothing. And yes, my image/cubemap is correct and was exported as a source .dds file from spacescape and have tried 2k res and lower res's. These blueprints and materials are literally the only things I have in my blank project so it can't be anything else. I tried setting the skybox material to two-sided on the base parameter, still nothing. I have been trying to fix this for 3 days, so please help.
I also tried removing all of the multipliers,lerps, and other un-needed nodes within the material besides the material, terxture, reflection vector, and 3 point vector at the start, and nothing.
@@austinknowles2151 I know it's been 2 years since this comment, but turn off "Auto Exposure" in your project settings.
Nice
I have a problem... When I click PLAY, the skybox changes its parameters to 1.
Also, the skyboxes from spacescape invert two faces and texture looks broken. How can I fix that?
@@manurincongonzalez3038 In spacescape export the file as Source rather than Unreal
How do I rotate the poster?
How do I make it show up in A sim
i have like 6 images from space scape. How do i connect them all?
dont export as png i think its dds
whats the benefit of making a custom skybox instead of using a hdr image?
Customizability, basically. Not sure if that's a word, but you know what I mean XD By using a method like this, you can create all kinds of different ways to control colors, lights, brightness, movement, that sort of thing.
nice