Thank you, Zak. You deliver an incredible amount of information without making it overwhelming to folks new to Unreal. The pace and level of detail is perfect. I also appreciate that you get right to the subject rather than wasting time with a pointless and rambling introduction. Please keep doing what you are doing.
In UE5, make sure to choose Subdivison Type>LatLong when creating your sphere, or the spherical texture maps won't apply correctly. Also, I had to set my Earth sphere scale to 4,000,000 rather than 2,000,000 as the tutorial says, for some reason.
When scaling it up in UE5 it doesnt look like its been subdivided at all. I'm still getting the jagged edges like he demonstrates at the beginning. Did you encounter this as well?
12:00 - Dot product, to put in simple terms is "how much" two vectors (or directions) are aligned. The resulting value is a scalar (directionless) value indicating how much the directions are aligned or apart. If we are working with unit vectors (essentially just the directions and not their magnitudes) to begin with, then the resulting value will be strictly within the range [-1,+1]; -1 implying that the directions are exactly opposite to each other and 0 meaning they are at perpendicular and +1 meaning they are absolutely aligned. So, when we are taking the dot product of the light direction and the vertex normal, we are basically asking, how much is the light aligned to the normal. Technically, if we are at a perfect alignment then the light source is hitting the exact underneath side of the geometry's face (the face that's nearest to the vertex normal that is) and thus making the face darkest, so we would get 1 as the result if we are considering unit vectors or a clamped result. For our usage though, we want this dark area to be represented by 0 for usage as a mask, hence we flip the value with an One Minus to get the Darkest area (analogously the vertex) as 0 and the brightest area (analogously the vertex) as 1.
This is the clearest and easiest to understand explanation of what a Dot product is I've ever seen! I need to bookmark this somehow in case I ever forget or need to point someone else in the right direction!
One of the best Unreal Engine 4 content on youtube hands down. I liked n sub'ed. Keep up the great work. Trouble shooting - for anyone not seeing the plugins "Modeling Tools Editor Mode" its because you are most likely not using a updated project. Opening your project through 4.25.3 which will tell you that your project was created with a older version of unreal blah blah hit yes create copy and when your project loads you'll see the plugins Edit>Plugins>[Click]Built-In>Search Bar~Modeling .
At 32:35 he says "Let's go into Foliage Paint" and means to say "Landscape Paint." I am clearly an auditory learner here and didn't see the visual cue of him clicking into landscape paint mode. Thought I would throw it in the comments in case anyone else wondered why their texture brushes weren't present. Also very grateful for these tutorials. Thank you for this quality content!
Omygorsh... I was blown away in just the first 7 minutes. A whole friggin' planet... First, the new modelling tool, totally amazing. But then.. a planet with atmosphere. Love it!
I'm trying to get up the motivation to get into this, videos like yours make it a LOT easier to consider. Last time I built anything was with the Neverwinter Nights toolset. Things have come a LONG way since then.
It would be nice if landscapes 'adhered' to the surface. In real life the average distance to the horizon from the human eye (if the ground were flat) is only about 4km. This also helps give a sense of scale and position.
Something you can do is paste together several topography maps over a large distance then use this as a heightmap as a landscape to get a massive area to potentially get around this issue. I re-created roughly a 40x40 mile span around Los Angeles using this method. I say paste together multiple topo maps because you can normally only get low res if you are zoomed out too far. I took closer shots (9x to be exact) for best results and create a large heightmap image.
Hi! I too was inspired by the video you mentioned. I picked up a 2 tricks keen folk can try. 1. Add an infinite postprocessvolume and change bloom method to convolution. Check out the sun then! 2. Epic have created a procedural planet we can use! The beauty of this is that its like kerbal and has surface lod. (farside of planet is low detail, highest closest to cam). Enable volumetrics plugin . restart. Enable show engine content and show plugin content under Content view options. Now you can file open level. Volumetrics content/sky/maps and either of the two levels. (oh and you get volumetric clouds to play with too!)
First tip is good! probably should of mention that for some nice lens flares. Second tip is really great to see where Unreal is going! Their planet is very glitchy right now but once it is officially released and they expand on it then I will make a tutorial on using it
@@heejoonkwak Bel Rick explained it but go into plugins (on UE4.25) enable Volumetrics. Then in the the bottom right of the content browser click on the eye and select "Show Engine Content" and "Show Plugin Content" then find the folder prntscr.com/u1bwqt
@@UnrealSensei Your help and dedication os better than Epic Games. Thanks a milion. Could you make another video with procedural planet and zoom from ground to deep space? or Moon surface please, mars surface.
Nice! If you modulate the city light mask by the inverse cloud texture, the clouds will block out some of the lights on the shadowed side of the planet.
Thanks! This was an amazing tutorial! I am trying to make a video game and this was very helpful. I didn't do the surface and animation part, but I did make the planet. I also went a few steps further and set the angle of the Earth to 23.5 degrees, made it rotate, and overall made it look a little nicer.
Thanks for the tutorial! I learned a lot! I wasn't convinced with how you worked the clouds so I found another way around. Basically I wanted the clouds to be visible if there was some bounce light from the dark side. What I've done: I set the material domain as Deferred Decal, with blend mode translucent. White base color, and the texture applied to opacity (with the panner so it spins). Now If I have some light source (bouncing light) from the dark side, clouds will be propperly iluminated.
If you kept the Sky Atmosphere at 6360cm which from what I can tell is a 1:1 scale of the atmosphere of the earth. Then the size of the 256 side sphere at the default 50cm should be scaled up to 12,720,000 if you want a 1:1 scale Earth
I'm new here I've subscribed and turned on notifications, I'm about to go through your channel for more extremely useful (seriously this is very useful) tutorials. Hope you keep making more tutorials like this. Thank you
The very beginning selection in the Modeling Tool, is different now in 4.26.2 and 4.27.0. You have to select a specific primitive from the selection, and thus the details also change e.g. shape settings>Polygroup Mode>per face, single, per quad...so the menu as well as the selection isn't the same. Which sphere would equal what you created?
At 15:32, I would mask the clouds by brightness not opacity since there should still be clouds during the night. They are not just as bright as during the day :)
a note for some new people, in U.E 5 and i think in the 4 too, you don´t need to put de value of the block at -100000000, you can just go in sky atmosphere and change the box transform mode at the center. this implies that you can change the size of the world and the atmosphere
I guess make a series concerning all about orbital and rotating day and night with this transitional gameplay, also fix the spaceship :D but thanks this will answer my question long time ago
So crazy - Today, a game engine can generate full-scale planets within MINUTES. I remember when I was blown away by Space Engineers' planets and thought this would stay "unique" for a long time. I was wrong. Amazing.
your tutorials are nothing short of being amazing, really superb... especially with providing assets.... for example didnt know what doest it mean that 1e+06 in divide node, but then I opened it and saw even your comment WHY you did it... giving us the answer to WHY is in my opinion one of the most important aspects of didactic.... now I have a question: would it be possible to make volumetric clouds around the globe? that would be soooooo cool....
really cool tutorial. matches a shot I was working on pretty well I needed to know about that material switcher component for a project It will be very useful thx!
How are you zooming out so fast? I've tried with the alt-z / alt-c, no love. I've also tried the numpad arrow keys but I'm still spending like 5 minutes to get anywhere at these scales. Thank you. Great video.
At 05:41 you don't need to do that, as there's a setting right there under the Sky & Atmosphere, called "Transform Mode" and if you set it to "Planet Center at Component Transform" it'll basically shift the whole atmosphere around your planet so that the planet is now at the center of the atmosphere's sphere. Also, at 15:22 there's no need to re-use that Dot product trick, as the reason why your clouds are illuminated at night is because your clouds material is using a Lighting Mode that doesn't take into account Directional information. Try changing that and see it'll get fixed. And if you'll still have a weird white ring around the earth in the night portions, just uncheck the "Two sided" option, as it's strange seeing illuminated clouds through their backface, from the dark side of the earth.
I dont know why but - well my earth material previews fine. (using the 8k) but when I apply it to the sphere in the outliner, the texture doesnt wrap around the sphere so you see a square atlas view of the globe on the sphere which then starts again like a tile and I get multiple full continents etc. rather than a globe HELP!
I would love a tutorial on how to make space in general.. like how to slipstream between "levels" to make it feel like space (so say you fly for 1 hour in 1 direction, how to keep it smooth)
The camera technique for zooming out is a classic, they used it in the nightmare and Elm Street 3 film when one of the characters got filmed in a junkyard.
Maybe linked. I couldn’t get the viewport cam to move as fast as the video even at the speed 8 and 128 settings. Obv can’t increase the speed slide per past 8. Any ideas?
For performance issues, wouldn't it be more logical to downscale the universe, instead of 1to1, cut the planet in half, then cut THAT into a half, forming it into a circle. Would still be big enough for exploration, yet allowing for more planets spread out. For the, the fun would be the journey in-between, adding a bit of logistics and survival mechanics, space stations, collecting various resources along the way, reaching your destination, and being introduced to an entire new form of "planetary survival", and building a colony, etc.
Important! At 6:29 100 billion should be 100 million I misspoke whoops
Thanks so much ,but generally can you make it in 3dsmax for animation movies like ue4 for games ??
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how can i apply this to an rts game like planetary annihilation
hola, el proyecto esta genial, gracias, solo queria preguntarte, como corrijo el problema con el pivote para que no se deforme?
Thank you, Zak. You deliver an incredible amount of information without making it overwhelming to folks new to Unreal. The pace and level of detail is perfect. I also appreciate that you get right to the subject rather than wasting time with a pointless and rambling introduction. Please keep doing what you are doing.
this so much, right to the point, on task for duration
In UE5, make sure to choose Subdivison Type>LatLong when creating your sphere, or the spherical texture maps won't apply correctly. Also, I had to set my Earth sphere scale to 4,000,000 rather than 2,000,000 as the tutorial says, for some reason.
When scaling it up in UE5 it doesnt look like its been subdivided at all. I'm still getting the jagged edges like he demonstrates at the beginning. Did you encounter this as well?
Nevermind. I didnt give it enough slices.
Thanks so much bro I was getting crazy cause of the same issue!
Thanks - spent ages trying to figure this out
THANK YOU SO MUCH
12:00 - Dot product, to put in simple terms is "how much" two vectors (or directions) are aligned. The resulting value is a scalar (directionless) value indicating how much the directions are aligned or apart.
If we are working with unit vectors (essentially just the directions and not their magnitudes) to begin with, then the resulting value will be strictly within the range [-1,+1]; -1 implying that the directions are exactly opposite to each other and 0 meaning they are at perpendicular and +1 meaning they are absolutely aligned.
So, when we are taking the dot product of the light direction and the vertex normal, we are basically asking, how much is the light aligned to the normal. Technically, if we are at a perfect alignment then the light source is hitting the exact underneath side of the geometry's face (the face that's nearest to the vertex normal that is) and thus making the face darkest, so we would get 1 as the result if we are considering unit vectors or a clamped result. For our usage though, we want this dark area to be represented by 0 for usage as a mask, hence we flip the value with an One Minus to get the Darkest area (analogously the vertex) as 0 and the brightest area (analogously the vertex) as 1.
You're just another evidence that not all heroes where capes! Thank you so much for this beautiful and clear break down!
This is the clearest and easiest to understand explanation of what a Dot product is I've ever seen! I need to bookmark this somehow in case I ever forget or need to point someone else in the right direction!
One of the best Unreal Engine 4 content on youtube hands down. I liked n sub'ed. Keep up the great work.
Trouble shooting - for anyone not seeing the plugins "Modeling Tools Editor Mode" its because you are most likely not using a updated project.
Opening your project through 4.25.3 which will tell you that your project was created with a older version of unreal blah blah hit yes create copy and when your project loads you'll see the plugins Edit>Plugins>[Click]Built-In>Search Bar~Modeling .
At 32:35 he says "Let's go into Foliage Paint" and means to say "Landscape Paint." I am clearly an auditory learner here and didn't see the visual cue of him clicking into landscape paint mode. Thought I would throw it in the comments in case anyone else wondered why their texture brushes weren't present. Also very grateful for these tutorials. Thank you for this quality content!
Omygorsh... I was blown away in just the first 7 minutes. A whole friggin' planet... First, the new modelling tool, totally amazing. But then.. a planet with atmosphere. Love it!
I just switched from Unity to Unreal Engine and this just saved my project. Thank you.
It's Unreal Sensei! I was pleasantly surprised when I opened this video. You do the best tutorials for beginners like me.
I'm trying to get up the motivation to get into this, videos like yours make it a LOT easier to consider. Last time I built anything was with the Neverwinter Nights toolset. Things have come a LONG way since then.
Sensei is Andrew Kramer of Unreal Engine. The beginner tutorials have really made me a huge fan.
You even showed how to implement it in a gameplay scenario, you are amazing!
at @15:00 the box that magically appears used to set the emmissive color is a 'Constant3Vector'.
thx
What a great tutorial! Hope Zach can make a same one but for UE5 :)
It would be nice if landscapes 'adhered' to the surface. In real life the average distance to the horizon from the human eye (if the ground were flat) is only about 4km. This also helps give a sense of scale and position.
Something you can do is paste together several topography maps over a large distance then use this as a heightmap as a landscape to get a massive area to potentially get around this issue. I re-created roughly a 40x40 mile span around Los Angeles using this method.
I say paste together multiple topo maps because you can normally only get low res if you are zoomed out too far. I took closer shots (9x to be exact) for best results and create a large heightmap image.
@@heyfonnin You could probably even use the lower res ones as a different LOD no?
@@gandalfthegreen1827 Yup!
Hi! I too was inspired by the video you mentioned. I picked up a 2 tricks keen folk can try.
1. Add an infinite postprocessvolume and change bloom method to convolution. Check out the sun then!
2. Epic have created a procedural planet we can use! The beauty of this is that its like kerbal and has surface lod. (farside of planet is low detail, highest closest to cam). Enable volumetrics plugin . restart. Enable show engine content and show plugin content under Content view options. Now you can file open level. Volumetrics content/sky/maps and either of the two levels. (oh and you get volumetric clouds to play with too!)
First tip is good! probably should of mention that for some nice lens flares. Second tip is really great to see where Unreal is going! Their planet is very glitchy right now but once it is officially released and they expand on it then I will make a tutorial on using it
Where can I find the procedural planet from Epic?
@@heejoonkwak Bel Rick explained it but go into plugins (on UE4.25) enable Volumetrics. Then in the the bottom right of the content browser click on the eye and select "Show Engine Content" and "Show Plugin Content" then find the folder
prntscr.com/u1bwqt
@@UnrealSensei ty
@@UnrealSensei Your help and dedication os better than Epic Games. Thanks a milion. Could you make another video with procedural planet and zoom from ground to deep space? or Moon surface please, mars surface.
what a beautiful spear.. very nice work
LOVE these videos man. You do a great job! Can't wait for the next one
A smile can change a day
Восхищен! Очарован! Создатель программы без преувеличения гений.
First time on this channel, and your tutorial is amazing! Thank you.
Nice! If you modulate the city light mask by the inverse cloud texture, the clouds will block out some of the lights on the shadowed side of the planet.
Dayum!
That's a sweet tutorial for planet creations.
Thank you for showing us the Magic!
You deserve Epic Megagrants
Agreed, he is concise and clear.
It's not glitchy. Your space ship just has its warp drive engaged.🚀😊
This is EXACTLY what I was looking for. Appreciate it brother, this is fantastic.
Sensei, would you happen to want to remake this tut up to date with UE5? that'd be rad
This is pure gold
Thanks! This was an amazing tutorial!
I am trying to make a video game and this was very helpful.
I didn't do the surface and animation part, but I did make the planet. I also went a few steps further and set the angle of the Earth to 23.5 degrees, made it rotate, and overall made it look a little nicer.
Thanks for the tutorial! I learned a lot!
I wasn't convinced with how you worked the clouds so I found another way around. Basically I wanted the clouds to be visible if there was some bounce light from the dark side.
What I've done: I set the material domain as Deferred Decal, with blend mode translucent. White base color, and the texture applied to opacity (with the panner so it spins). Now If I have some light source (bouncing light) from the dark side, clouds will be propperly iluminated.
Hi Lautarog, did you find the soultion of your "bouncing light", by chance? I have the same issue, not sure what to do for fixing it.. cheers
Ugh, it's been almost a year since I haven't touched it. Have you tried the solution I explained in my previous comment? @@RiccardoParrino
ooh ,so this is where they got the idea for earth 2 xD
If you kept the Sky Atmosphere at 6360cm which from what I can tell is a 1:1 scale of the atmosphere of the earth. Then the size of the 256 side sphere at the default 50cm should be scaled up to 12,720,000 if you want a 1:1 scale Earth
Well done and good luck with the new channel, subbed!
It’s been awhile since I saw one of your videos
I'm new here I've subscribed and turned on notifications, I'm about to go through your channel for more extremely useful (seriously this is very useful) tutorials. Hope you keep making more tutorials like this. Thank you
I wish I understood 1/2 the words you were saying, amazing stuff man
I feel confindent in the texurind
i feel very confident in the keyframing
but, jeez, them nodes!!!.... WHAAAAAA!!!!!
The very beginning selection in the Modeling Tool, is different now in 4.26.2 and 4.27.0. You have to select a specific primitive from the selection, and thus the details also change e.g. shape settings>Polygroup Mode>per face, single, per quad...so the menu as well as the selection isn't the same. Which sphere would equal what you created?
This. Is. Incredible.
Love the passion, thanks for getting me started!
At 15:32, I would mask the clouds by brightness not opacity since there should still be clouds during the night. They are not just as bright as during the day :)
what a nice new channel xD keep it up!
Thank you for the tutorial!!!... 🙏🙏🙏 Amazing and Mind Blowing!!!... 🤯🤯🤯
a note for some new people, in U.E 5 and i think in the 4 too, you don´t need to put de value of the block at -100000000, you can just go in sky atmosphere and change the box transform mode at the center. this implies that you can change the size of the world and the atmosphere
Mr. Sensei you are the best!
I guess make a series concerning all about orbital and rotating day and night with this transitional gameplay, also fix the spaceship :D but thanks this will answer my question long time ago
Excelent tutorial, thanks!
Dude this is exactly what I've been looking for for the last 3 months! Thank you so much!!!!!
Thank you for the video! I've been looking for this for a long time!
Thanks bro, done on my side, works like a charm, learned a TON
@Unreal Sensei think you could make this exact tutorial again but with UE5's latest techniques and updated features?
I can't believe this. I'm trying but I literally can't belive it.
This guy has me saying “spear “ lol thanks for the video this is awesome!
Amazing tutorial! Can't wait to give this a try some day.
Thank you for the video!
Really nice tutorial!!
wow, guy, you're awesome
So crazy - Today, a game engine can generate full-scale planets within MINUTES. I remember when I was blown away by Space Engineers' planets and thought this would stay "unique" for a long time. I was wrong. Amazing.
Well this planet is just a texture, so it has no detail. The only other games with things like space engineers are Elite Dangerous and Star Citizen
That Guy Thanks, I will look into it later.
Thisis a brilliant tutorial. thanks for the demonstration!
Stunning!
your tutorials are nothing short of being amazing, really superb... especially with providing assets.... for example didnt know what doest it mean that 1e+06 in divide node, but then I opened it and saw even your comment WHY you did it... giving us the answer to WHY is in my opinion one of the most important aspects of didactic.... now I have a question: would it be possible to make volumetric clouds around the globe? that would be soooooo cool....
really cool tutorial.
matches a shot I was working on pretty well
I needed to know about that material switcher component for a project
It will be very useful
thx!
How are you zooming out so fast? I've tried with the alt-z / alt-c, no love. I've also tried the numpad arrow keys but I'm still spending like 5 minutes to get anywhere at these scales. Thank you. Great video.
Thank you for showing the setup for the sun over the night sky...I was struggling with that in my current project and this saved me haha!
wow....what a fine presentation. Learned a great deal and look forward to using this move in the future....Bravo
This is really nice bro :)
Unbelievable !
Great tutorial thanks so much for explore our idea to creative something future.
You are the Sensei. Thanks, thanks!
Good stuff!
amazing
46:28 The ground view is at 1-3 FPS. Space is around 20 FPS.
At 05:41 you don't need to do that, as there's a setting right there under the Sky & Atmosphere, called "Transform Mode" and if you set it to "Planet Center at Component Transform" it'll basically shift the whole atmosphere around your planet so that the planet is now at the center of the atmosphere's sphere. Also, at 15:22 there's no need to re-use that Dot product trick, as the reason why your clouds are illuminated at night is because your clouds material is using a Lighting Mode that doesn't take into account Directional information. Try changing that and see it'll get fixed. And if you'll still have a weird white ring around the earth in the night portions, just uncheck the "Two sided" option, as it's strange seeing illuminated clouds through their backface, from the dark side of the earth.
Excellent video. Thank you!
I dont know why but - well my earth material previews fine. (using the 8k) but when I apply it to the sphere in the outliner, the texture doesnt wrap around the sphere so you see a square atlas view of the globe on the sphere which then starts again like a tile and I get multiple full continents etc. rather than a globe
HELP!
same here - in UE5, it looks like the sphere type needs to be “lat long” with about 50 H & V subdivisions.
I would love a tutorial on how to make space in general.. like how to slipstream between "levels" to make it feel like space (so say you fly for 1 hour in 1 direction, how to keep it smooth)
Phenomenal job👏
I love Unreal engine 5.❤
Very clear, Thank you so much
thanks, really great stuff!
Amazing tutorial
thank you.it s exciting and fun
this is EPIC
Amazing Tut !!! have a quick question. After building the light the earth land has disappeared .. Any ideas ?
Rotate the planet slightly or move the light with CTRL+L
@@RNDM-nd7tj Thank you I had the same problem ;)
Anyone here familiar with Outerra? I bought that for $15 a few years ago, and I was in awe. Sensei here recreated all that in minutes.
The camera technique for zooming out is a classic, they used it in the nightmare and Elm Street 3 film when one of the characters got filmed in a junkyard.
Awesome, thank you...
Great tutorial! Thanks so much for posting :)
I'm sorry, but I would like to ask how you zoomed in / zoomed out at the 5:58 video position.
thank you
you could add the ability to land anywhere on the planets by moving that terrain to where you're landing, with a snap.
Amazing!!!
Hey Mr Sensei, cool tutorials, thus We are waiting for more:D:D pls
This channel deserves 6M subs. Can't thank you enough for how inspiring this was to me.
Skyatmospherelightdisk luminance - that is what im looking for! Thx!)
Thank you.
Awesome content🔥🔥 I noticed UE5's layout was a little different, could you do an update for UE5 for beginners like myself?
Maybe linked. I couldn’t get the viewport cam to move as fast as the video even at the speed 8 and 128 settings. Obv can’t increase the speed slide per past 8. Any ideas?
Commenting before this channel reaches a million subs.
TheRedeyes222 facts
That was awesome! Thankyou!
These tutorials are all amazing. Also cutting back to yourself with a keyboard and mouse is both humanizing and hilarious, I love it!
For performance issues, wouldn't it be more logical to downscale the universe, instead of 1to1, cut the planet in half, then cut THAT into a half, forming it into a circle. Would still be big enough for exploration, yet allowing for more planets spread out. For the, the fun would be the journey in-between, adding a bit of logistics and survival mechanics, space stations, collecting various resources along the way, reaching your destination, and being introduced to an entire new form of "planetary survival", and building a colony, etc.
If you could do an Update for UE 5 you would forever be my hero!!!