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!
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!
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?
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!
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 .
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.
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 :)
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.
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?
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
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
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.
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....
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.
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.
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.
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.
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)
I know this is an older video. If someone can tell me why my day map texture doesn't line up with its self. The polls are all messed up. Thanx. Very solid video. The best Earth creation vid Ive seen so far!
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!
at 16:30 you created two nodes for the append vector, but didn't show us what they were called or the shortcut you used to create them, this halted my ability to follow your tutorial, is there anyway you could explain what you did there to get speed X and speed Y to show up?
Thanks for a timestamp. This tutorial is assuming intermediate knowledge of Unreal. Those two nodes are called a Constant 1 Vector and all they do is hold one number. The shortcut to get a constant 1, 2, or 3 vector is to hold down 1, 2, or 3 respectively and left click
@@UnrealSensei excellent, thank you. Yeah I'm still learning UE4 but planetary stuff makes for some awesome scenery and I just wanted to get stuck into a good, descriptive tutorial. I'll try to continue the tutorial with this knowledge.
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?
I found the issue, in the "Gravel Tint" paramjeter you had the output being multiplied by its alpha, and alpha by default is 0 thats why it is black, so in MI_Landscape set it to something between 0 and 1, or higher even, that way you can easly match the colour. You can see Sensei adjust it to match the colour at 36:54 . So my advice is that when you watch these tutorials you watch at least a minute in advance an then replicate, as the solution for most problems is ussually in the next minute or so.
When your doing the clouds you magically clicked and a node with 0,0,0 appeared for the emissive color. I can't figure out how you got to that node.. :(
Check out the landscaping part of my beginner tutorial also I have a landscape materials series that goes into it in more depth. For the included material I am leaving the texture nodes empty since I was using megascan assets and cant redistribute them (but they are free)
@@UnrealSensei Which one do I go through (your tutorials on landscape) that can get me to be able to fill out the textures for grass and dry grass at 31:13. I already downloaded the megascans for cut grass and dry grass.
@@FeedingWolves if you have the textures all you have to do is go to the texture samples and select the correct textures. If you do not know how to I explain th-cam.com/video/_a6kcSP8R1Y/w-d-xo.html at 50:19
Ok so here is where I get confused. I go into the M_Landscape. It says replace all textures with megascans. There are three sections that need to be replaced (cliff, grass, and gravel)? When I go into Grass there is the Wild Grass and Dry Grass textures that need to be replaced. I am lost in that in both these sections there are 6 textures that need to be replaced in each. In the Albedo for the wildgrass, there are two textures, same for the normals and roughness. Why are there two for each? I am so lost.
That is a good idea! I will probably do that once 4.26 is released because a day/night cycle would look nice with new clouds. In the mean time check out the Sun Position Calculator plugin and connect the "solar time" with a tick
@@UnrealSensei i have alrealy got ue4.26 dev rendering from github and got to say that the new clouds are just beautiful and also the performance is outstanding its just a milisecond on a 1050 ti with disabled cast shadow on groud another feature is sky light thats also very fast but the only problem with dynamic lighting in ue4 with using sky atmosphere in gerenal is that we are unable to render the moon or the night part of the cycle since in the case of sky atmosphere when the directional light is below the horizon the sky turns pitch black resulting in a black screen since at that time the sky light is not getting any color to capture from atmosphere since it itself is black
@@gursimransingh8726 Yes that is one issue. That is normally fixed by adding in a second directional light from the moon with a lot less power and is set to blue. This isn't physically accurate but subconsciously we think night is blue. That would lighten everything
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!
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
Any ideas of what to use for 32:13? No texture samples work for Albedo or Normal for the Gravel in M_Landscape. When generated, GRAVEL always keeps coming up black when painting in landscape mode. Have tried UE and Bridge surface textures.
Thanks for the tutorial, it's a bit hard for a new user to keep up but at 12 mins into it and 3 hrs of hair pulling im on track with the 12 min point lol.
Amazing tutorial! One thing that would greatly benefit the overall realism would be, if the clouds would actually cast a shadow on the surface, but I haven't been able to figure out how to archive that myself. If anyone knows, pls let me know ;)
I'm new to unreal and game dev in general but maybe taking the inverse of the normal map of the cloud sphere in conjunction with the opacity of the cloud material to diminish the world lighting value? Or if only to see the effect from space during an animation, create a third cloud sphere and invert the rgb value have it above the world sphere but below the cloud sphere and hand key it off and on
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?
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!
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!
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
at @15:00 the box that magically appears used to set the emmissive color is a 'Constant3Vector'.
thx
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
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!
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 .
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's Unreal Sensei! I was pleasantly surprised when I opened this video. You do the best tutorials for beginners like me.
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!
What a great tutorial! Hope Zach can make a same one but for UE5 :)
I just switched from Unity to Unreal Engine and this just saved my project. Thank you.
ooh ,so this is where they got the idea for earth 2 xD
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.
You even showed how to implement it in a gameplay scenario, you are amazing!
This is pure gold
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 :)
Sensei is Andrew Kramer of Unreal Engine. The beginner tutorials have really made me a huge fan.
Sensei, would you happen to want to remake this tut up to date with UE5? that'd be rad
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.
LOVE these videos man. You do a great job! Can't wait for the next one
You deserve Epic Megagrants
Agreed, he is concise and clear.
It’s been awhile since I saw one of your videos
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?
what a beautiful spear.. very nice work
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!!!!!
@Unreal Sensei think you could make this exact tutorial again but with UE5's latest techniques and updated features?
Восхищен! Очарован! Создатель программы без преувеличения гений.
First time on this channel, and your tutorial is amazing! Thank you.
Well done and good luck with the new channel, subbed!
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
what a nice new channel xD keep it up!
46:28 The ground view is at 1-3 FPS. Space is around 20 FPS.
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
This guy has me saying “spear “ lol thanks for the video this is awesome!
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
A smile can change a day
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 ;)
Dayum!
That's a sweet tutorial for planet creations.
Thank you for showing us the Magic!
This is EXACTLY what I was looking for. Appreciate it brother, this is fantastic.
These tutorials are all amazing. Also cutting back to yourself with a keyboard and mouse is both humanizing and hilarious, I love it!
I'm sorry, but I would like to ask how you zoomed in / zoomed out at the 5:58 video position.
thank you
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.
Excelent tutorial, thanks!
Dude this is exactly what I've been looking for for the last 3 months! Thank you so much!!!!!
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....
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.
Mr. Sensei you are the best!
It's not glitchy. Your space ship just has its warp drive engaged.🚀😊
Love the passion, thanks for getting me started!
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.
wow, guy, you're awesome
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
This. Is. Incredible.
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
15:00 What is name this color node "0,0,0" ? Can you tell me the name please ? Because Sensei made the node with keyboard shortcut
solution : Its the Constant3Vector Shortcut: node hold down 3 and left click
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)
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!
This is really nice bro :)
I know this is an older video. If someone can tell me why my day map texture doesn't line up with its self. The polls are all messed up. Thanx. Very solid video. The best Earth creation vid Ive seen so far!
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 created Mars using your technique thank you! I have one question though, how do you add a height map to a static mesh?
I think you can apply it directly to the material, it will be easier than adding vertex to your model
at 16:30 you created two nodes for the append vector, but didn't show us what they were called or the shortcut you used to create them, this halted my ability to follow your tutorial, is there anyway you could explain what you did there to get speed X and speed Y to show up?
Thanks for a timestamp. This tutorial is assuming intermediate knowledge of Unreal. Those two nodes are called a Constant 1 Vector and all they do is hold one number. The shortcut to get a constant 1, 2, or 3 vector is to hold down 1, 2, or 3 respectively and left click
@@UnrealSensei excellent, thank you. Yeah I'm still learning UE4 but planetary stuff makes for some awesome scenery and I just wanted to get stuck into a good, descriptive tutorial. I'll try to continue the tutorial with this knowledge.
Thank you for the video!
Really nice tutorial!!
This channel deserves 6M subs. Can't thank you enough for how inspiring this was to me.
Good stuff!
Thank you for the tutorial!!!... 🙏🙏🙏 Amazing and Mind Blowing!!!... 🤯🤯🤯
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?
32:20 Gravel nodes not working with my UE4 4.26.0.. I don't know why but it can't load gravel texture so I can't paint on my landscape. Please help.
Same here, did you find a solution?
I found the issue, in the "Gravel Tint" paramjeter you had the output being multiplied by its alpha, and alpha by default is 0 thats why it is black, so in MI_Landscape set it to something between 0 and 1, or higher even, that way you can easly match the colour. You can see Sensei adjust it to match the colour at 36:54 . So my advice is that when you watch these tutorials you watch at least a minute in advance an then replicate, as the solution for most problems is ussually in the next minute or so.
@@hitemup7950 THANK YOU
Stunning!
Thanks bro, done on my side, works like a charm, learned a TON
Thank you for the video! I've been looking for this for a long time!
great tutorial!
Thisis a brilliant tutorial. thanks for the demonstration!
Hey Mr Sensei, cool tutorials, thus We are waiting for more:D:D pls
Amazing tutorial! Can't wait to give this a try some day.
Commenting before this channel reaches a million subs.
TheRedeyes222 facts
When your doing the clouds you magically clicked and a node with 0,0,0 appeared for the emissive color. I can't figure out how you got to that node.. :(
Hold 3 and left click. It is a short cut for the "Constant 3 Vector"
@@UnrealSensei WEW - I ran into the same problem. What a luck i can read :)
@@UnrealSensei It's frustrating to assume the audience knows this.
What if you wanted to fill out the world in ue5 could it handle it or would it crash?
So I got to the part where you say we have to place in the textures for the grass, etc. Not sure how to do this....
Check out the landscaping part of my beginner tutorial also I have a landscape materials series that goes into it in more depth. For the included material I am leaving the texture nodes empty since I was using megascan assets and cant redistribute them (but they are free)
@@UnrealSensei Which one do I go through (your tutorials on landscape) that can get me to be able to fill out the textures for grass and dry grass at 31:13. I already downloaded the megascans for cut grass and dry grass.
@@FeedingWolves if you have the textures all you have to do is go to the texture samples and select the correct textures. If you do not know how to I explain th-cam.com/video/_a6kcSP8R1Y/w-d-xo.html at 50:19
Ok so here is where I get confused. I go into the M_Landscape. It says replace all textures with megascans. There are three sections that need to be replaced (cliff, grass, and gravel)?
When I go into Grass there is the Wild Grass and Dry Grass textures that need to be replaced. I am lost in that in both these sections there are 6 textures that need to be replaced in each. In the Albedo for the wildgrass, there are two textures, same for the normals and roughness. Why are there two for each? I am so lost.
@@UnrealSensei Ok perfect. So so far, i have the cut grass and dry grass downloaded in the project. Do I also need the gravel and cliff?
Wow nice but can you make tut on complete day and night cycle including sun and moon
That is a good idea! I will probably do that once 4.26 is released because a day/night cycle would look nice with new clouds. In the mean time check out the Sun Position Calculator plugin and connect the "solar time" with a tick
@@UnrealSensei i have alrealy got ue4.26 dev rendering from github and got to say that the new clouds are just beautiful and also the performance is outstanding its just a milisecond on a 1050 ti with disabled cast shadow on groud another feature is sky light thats also very fast but the only problem with dynamic lighting in ue4 with using sky atmosphere in gerenal is that we are unable to render the moon or the night part of the cycle since in the case of sky atmosphere when the directional light is below the horizon the sky turns pitch black resulting in a black screen since at that time the sky light is not getting any color to capture from atmosphere since it itself is black
@@gursimransingh8726 Yes that is one issue. That is normally fixed by adding in a second directional light from the moon with a lot less power and is set to blue. This isn't physically accurate but subconsciously we think night is blue. That would lighten everything
I think you need to do a follow up video on how in the hell do you get the character to walk around on the sphere please.
Phenomenal job👏
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!
That Guy Thanks, I will look into it later.
Imagine if we had a star wars game like this
you should check out "Star Citizen"
Star citizen is like that
I make one bro
you could add the ability to land anywhere on the planets by moving that terrain to where you're landing, with a snap.
wow....what a fine presentation. Learned a great deal and look forward to using this move in the future....Bravo
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
Any ideas of what to use for 32:13? No texture samples work for Albedo or Normal for the Gravel in M_Landscape. When generated, GRAVEL always keeps coming up black when painting in landscape mode. Have tried UE and Bridge surface textures.
Hey that is exactly what is happening to me, did you find a solution? pls
You are the Sensei. Thanks, thanks!
thanks, really great stuff!
Great video, however what if you wanted to create more than 1 world. Would that be possible or too much processing power?
Thanks for the tutorial, it's a bit hard for a new user to keep up but at 12 mins into it and 3 hrs of hair pulling im on track with the 12 min point lol.
how did you get the color at 15:00?
Its the Constant3Vector Shortcut: node hold down 3 and left click
@@UnrealSensei Thanks :)
amazing
Amazing tutorial
Amazing tutorial! One thing that would greatly benefit the overall realism would be, if the clouds would actually cast a shadow on the surface, but I haven't been able to figure out how to archive that myself. If anyone knows, pls let me know ;)
I'm new to unreal and game dev in general but maybe taking the inverse of the normal map of the cloud sphere in conjunction with the opacity of the cloud material to diminish the world lighting value? Or if only to see the effect from space during an animation, create a third cloud sphere and invert the rgb value have it above the world sphere but below the cloud sphere and hand key it off and on
Great tutorial thanks so much for explore our idea to creative something future.