WHAT
We’re excited to have our Lead Evangelist Sjoerd de Jong on Inside Unreal this week! Following the presentation of our new Sky and Atmosphere features, Sjoerd will take a deeper dive into precisely how all of it was built. We’ll take a look at the massive scale of the planet, the Blueprints and material setups used, how the moons were made, the spherical world, foliage tricks and how the landscape was crafted. Prepare by watching the presentation, and feel free to ask your questions here or live on Twitch.
when are you planning on doing a control rig demonstration have figured out things messing around but it would be nice to watch someones workflow from an ik rig to making animations and the way that would work with a code driven system. p.s excited to see what the atmosphere update has added as volumetric clouds etc were quite demanding with everything else in a game running
Great Stream! got lot of good ideas out of it. on the Moon material, what do you do at the bottom of the node tree? (below the eclipse stuff) you didn’t show that part. and cant make out from the big view whats going on there.
I really enjoyed the stream. Amazing work!
One question though I have since the previous stream, about the cloud layer translucent material that uses the sky atmosphere node. Where can I get more information about how to set it up in more detail?
@Hourences
Could you explain the need for the Ceil? / Isn’t 1/1 just 0? and 0*anything just 0 again? Or does the Ceil operation somehow make 1 not the same as the other 1?