Important! At 6:29 100 billion should be 100 million I misspoke whoops
@abdelrahmanmohmed31854 жыл бұрын
Thanks so much ,but generally can you make it in 3dsmax for animation movies like ue4 for games ??
@imbiiew3 жыл бұрын
(.ฏหง
@imbiiew3 жыл бұрын
@@abdelrahmanmohmed3185 ล( าคคก,,ผ
@dereksmall43113 жыл бұрын
how can i apply this to an rts game like planetary annihilation
@aleortega61692 жыл бұрын
hola, el proyecto esta genial, gracias, solo queria preguntarte, como corrijo el problema con el pivote para que no se deforme?
@ajking913 Жыл бұрын
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.
@DarylSpeedman Жыл бұрын
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?
@DarylSpeedman Жыл бұрын
Nevermind. I didnt give it enough slices.
@luismkts Жыл бұрын
Thanks so much bro I was getting crazy cause of the same issue!
@marced2751 Жыл бұрын
Thanks - spent ages trying to figure this out
@deeeeeeeeeeeeeeeeeeeeeeeee6925 Жыл бұрын
THANK YOU SO MUCH
@KaustavMajumder3 жыл бұрын
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.
@defonten Жыл бұрын
You're just another evidence that not all heroes where capes! Thank you so much for this beautiful and clear break down!
@wizard4599 Жыл бұрын
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!
@Vonsteffan3 жыл бұрын
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.
@BadassRockets2 жыл бұрын
this so much, right to the point, on task for duration
@jaysprenkle10262 жыл бұрын
at @15:00 the box that magically appears used to set the emmissive color is a 'Constant3Vector'.
@litchi83002 жыл бұрын
thx
@justusvega3 жыл бұрын
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!
@tonycarpenter-Makzimia4 жыл бұрын
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.
@hanzulu5863 жыл бұрын
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!
@ReginaldusGaming4 жыл бұрын
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 .
@jaymike50624 жыл бұрын
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.
@heyfonnin3 жыл бұрын
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.
@gandalfthegreen1827 Жыл бұрын
@@heyfonnin You could probably even use the lower res ones as a different LOD no?
@heyfonnin Жыл бұрын
@@gandalfthegreen1827 Yup!
@swarmsovereign51582 жыл бұрын
Sensei, would you happen to want to remake this tut up to date with UE5? that'd be rad
@TheBelrick4 жыл бұрын
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!)
@UnrealSensei4 жыл бұрын
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
@heejoonkwak4 жыл бұрын
Where can I find the procedural planet from Epic?
@UnrealSensei4 жыл бұрын
@@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
@tidexu34 жыл бұрын
@@UnrealSensei ty
@user-cw3nb8rc9e3 жыл бұрын
@@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.
@pennaverdeful2 ай бұрын
You even showed how to implement it in a gameplay scenario, you are amazing!
@easonxie6780 Жыл бұрын
What a great tutorial! Hope Zach can make a same one but for UE5 :)
@kripansh86733 жыл бұрын
ooh ,so this is where they got the idea for earth 2 xD
@undisclosedpolitics Жыл бұрын
I just switched from Unity to Unreal Engine and this just saved my project. Thank you.
@badashphilosophy95332 ай бұрын
It's Unreal Sensei! I was pleasantly surprised when I opened this video. You do the best tutorials for beginners like me.
@stevenranck54789 ай бұрын
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.
@yoman94464 жыл бұрын
You deserve Epic Megagrants
@Phoenix_VR3 жыл бұрын
Agreed, he is concise and clear.
@mridulsarmah87093 жыл бұрын
Sensei is Andrew Kramer of Unreal Engine. The beginner tutorials have really made me a huge fan.
@SeanLake3D3 жыл бұрын
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?
@cyberfeedforward40322 жыл бұрын
It's not glitchy. Your space ship just has its warp drive engaged.🚀😊
@IgraphyRupage4 жыл бұрын
This is pure gold
@eliotskinner95504 жыл бұрын
LOVE these videos man. You do a great job! Can't wait for the next one
@CAPEDCRUSADER39003 жыл бұрын
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
@ranger26713 жыл бұрын
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.
@Celticninja0113 жыл бұрын
what a beautiful spear.. very nice work
@ohmcodes3 жыл бұрын
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
@MikeDUtah3 жыл бұрын
I wish I understood 1/2 the words you were saying, amazing stuff man
@armondtanz3 жыл бұрын
I feel confindent in the texurind i feel very confident in the keyframing but, jeez, them nodes!!!.... WHAAAAAA!!!!!
@ElricTheFullMetal3 жыл бұрын
First time on this channel, and your tutorial is amazing! Thank you.
@Leitin4 ай бұрын
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
@polski68122 жыл бұрын
That Guy Thanks, I will look into it later.
@gabrielsandstedt Жыл бұрын
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 :)
@jimyrji2 жыл бұрын
Восхищен! Очарован! Создатель программы без преувеличения гений.
@koraybirand3 жыл бұрын
Amazing Tut !!! have a quick question. After building the light the earth land has disappeared .. Any ideas ?
@RNDM-nd7tj3 жыл бұрын
Rotate the planet slightly or move the light with CTRL+L
@danlan17272 жыл бұрын
@@RNDM-nd7tj Thank you I had the same problem ;)
@StankoBeronja3 жыл бұрын
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....
@djmulder2 жыл бұрын
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)
@lautarocg57392 жыл бұрын
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.
@user-ks5il6kg2s Жыл бұрын
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
@lautarocg5739 Жыл бұрын
Ugh, it's been almost a year since I haven't touched it. Have you tried the solution I explained in my previous comment? @@user-ks5il6kg2s
@mikem-zz4ui2 жыл бұрын
This guy has me saying “spear “ lol thanks for the video this is awesome!
@blackheartgaming61212 жыл бұрын
It’s been awhile since I saw one of your videos
@xiuanz46462 жыл бұрын
A smile can change a day
@skippyzk3 жыл бұрын
I can't believe this. I'm trying but I literally can't belive it.
@DonEsteban3D4 жыл бұрын
what a nice new channel xD keep it up!
@k12rising Жыл бұрын
@Unreal Sensei think you could make this exact tutorial again but with UE5's latest techniques and updated features?
@jackmann14783 жыл бұрын
46:28 The ground view is at 1-3 FPS. Space is around 20 FPS.
@jeanclaudedelaronde3 жыл бұрын
Dayum! That's a sweet tutorial for planet creations. Thank you for showing us the Magic!
@dandee11973 жыл бұрын
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
@mattsebastian6534 Жыл бұрын
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.
@cg.man_aka_kevin3 жыл бұрын
Thank you for the tutorial!!!... 🙏🙏🙏 Amazing and Mind Blowing!!!... 🤯🤯🤯
@jaredsimmons55832 жыл бұрын
This is EXACTLY what I was looking for. Appreciate it brother, this is fantastic.
@jlebrech Жыл бұрын
you could add the ability to land anywhere on the planets by moving that terrain to where you're landing, with a snap.
@arkmoni89833 жыл бұрын
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
@arkmoni89833 жыл бұрын
solution : Its the Constant3Vector Shortcut: node hold down 3 and left click
@LAxemann3 жыл бұрын
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.
@Rossilaz583 жыл бұрын
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
@yassiraykhlf59813 жыл бұрын
amazing
@EthanFilms3 жыл бұрын
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!
@markcarlin86352 жыл бұрын
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.
@christuusgnosis2 жыл бұрын
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!
@JamalBakari4 жыл бұрын
Well done and good luck with the new channel, subbed!
@DonEsteban3D3 жыл бұрын
Hey Mr Sensei, cool tutorials, thus We are waiting for more:D:D pls
@goony_man3 жыл бұрын
I created Mars using your technique thank you! I have one question though, how do you add a height map to a static mesh?
@hyrohyken58233 жыл бұрын
I think you can apply it directly to the material, it will be easier than adding vertex to your model
@patrykloan90574 жыл бұрын
wow, guy, you're awesome
@confidenceondatrack76 Жыл бұрын
Awesome content🔥🔥 I noticed UE5's layout was a little different, could you do an update for UE5 for beginners like myself?
@ruchirlives Жыл бұрын
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?
@StevenCookFX3 жыл бұрын
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.. :(
@UnrealSensei3 жыл бұрын
Hold 3 and left click. It is a short cut for the "Constant 3 Vector"
@endeshaw10003 жыл бұрын
@@UnrealSensei WEW - I ran into the same problem. What a luck i can read :)
@DanBernard3172 жыл бұрын
@@UnrealSensei It's frustrating to assume the audience knows this.
@matt72537 ай бұрын
Love the passion, thanks for getting me started!
@kbravo52873 жыл бұрын
Thank you for the video! Really nice tutorial!!
@devlogerio2 жыл бұрын
Thanks bro, done on my side, works like a charm, learned a TON
@unbreakableironman2 жыл бұрын
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.
@scottcourtney88783 жыл бұрын
This. Is. Incredible.
@hal-lr8pw4 жыл бұрын
Dude this is exactly what I've been looking for for the last 3 months! Thank you so much!!!!!
@PDesigner Жыл бұрын
This is really nice bro :)
@vaibhavbhasin8942 жыл бұрын
Hi, I have a problem while importing texture on sphere I was squashed and didn't wrap properly I put all the values the same and cross-checked can anyone please help?? and thank you for this tutorial.
@petermican Жыл бұрын
Awesome, thank you...
@lastedit73073 жыл бұрын
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.
@arunasbaj4 жыл бұрын
Thank you.
@richardturner11753 жыл бұрын
Thisis a brilliant tutorial. thanks for the demonstration!
@christedstone44572 жыл бұрын
Amazing tutorial! Can't wait to give this a try some day.
@dimaworld2448 Жыл бұрын
Unbelievable !
@justinnixon58232 жыл бұрын
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.
@peerapongangsuphant7312 жыл бұрын
Great tutorial thanks so much for explore our idea to creative something future.
@PavlikGyra3 жыл бұрын
Thank you for the video! I've been looking for this for a long time!
@jonathandemaio92852 жыл бұрын
If you could do an Update for UE 5 you would forever be my hero!!!
@user-iv7ik1hl4p2 жыл бұрын
Thank you so much
@user-mv2ku9nu9b2 жыл бұрын
Skyatmospherelightdisk luminance - that is what im looking for! Thx!)
@dancingsunmedia3 жыл бұрын
wow....what a fine presentation. Learned a great deal and look forward to using this move in the future....Bravo
@baharimeli3 жыл бұрын
Mr. Sensei you are the best!
@gandalfthegreen1827 Жыл бұрын
Subtracting a slight constant after the inverse (0.2 or so) from M_Earth's emissive color will reduce the city lights bleeding into lit areas.
@ColdBeamGamesChannel3 жыл бұрын
Excellent video. Thank you!
@DavidConstance2 жыл бұрын
Using 4.27. How do you zoom out so quickly? I cant get it to zoom out that far
@user-st5de3to5x3 жыл бұрын
Very clear, Thank you so much
@ethanwasme43074 жыл бұрын
Do you know how to change the sun disks through materials? I have two Directional lights using the new indexing system but no clue how to change the look of the moon for example.
@UnrealSensei4 жыл бұрын
I don't know how you would do that through indexing. If you want the sun disk to switch to the moon I would have both directional lights in a blueprint that flip flops sky/atmosphere property for the sun or moon depending on the day. Might do a tutorial on that once 4.26 is released!
@weekenderprojects76693 жыл бұрын
i downloaded the assets and extracted but they dont import. it says UASSET is unknow extension
@randallcromer662 жыл бұрын
I love Unreal engine 5.❤
@PiagaFurya2 жыл бұрын
Stunning!
@snookofficial72113 ай бұрын
Here's some numbers that work with the sky atmosphere default value. Height -636000000 and scale 12720169.176. I just worked out the percentage difference and applied it to the other numbers, wasn't hard really. Oh, I did tweak the scale slightly as I was getting black on the horizon.
@TheRedeyes2224 жыл бұрын
Commenting before this channel reaches a million subs.
@jetsakuga31403 жыл бұрын
TheRedeyes222 facts
@PixelsLaboratory Жыл бұрын
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.