I am almost done setting it up, but I can’t seem to find a way to make the stars appear below the horizon. I have even tried setting the horizon color to transparent.
Any help would be very appreciated.
I am almost done setting it up, but I can’t seem to find a way to make the stars appear below the horizon. I have even tried setting the horizon color to transparent.
Any help would be very appreciated.
Hello,
How is your scene (and sky sphere) set up? are you using the default skysphere that is used be default, or did you import a new one into the engine?
Also for the material, are you modifying the default sky material, or did you create a new one? The default material is applied only down to the horizon (half the sphere), with the rest just being an off white color by default. This is mainly due to the way the UV’s are laid out for the default sky sphere. As well, what kind of texture are you using? is it an HDRI or a standard texture?
And one last thing, in your scene do you have any kind of fog ? AtmosphericFog or ExponentialHeightFog can also affect the horizon.
I am using the default skysphere, using the default sky material. I basically made a rotation to get the night and stars to show up. I am not using (so far) any other texture; only the default stars. I have the default atmosphericFog in my scene.
Thanks for taking the time to answer
So the problem probably lies in UVs (as you said). Ill check into that
I just tried this out, and found that a quick way of doing this is to bypass almost everything inside the material, and hook it directly into the emmissive slot, no need to modify UV’s or anything for a quick and simple space sphere
If you don’t want the sun at all ever, instead only stars you can edit the material like this:
This is the part of the material that controls the stars, everything else is not necessary to use for a space sky, so disconnect the wire that is connected to the main material node, and then move that node down beside the area circled.
Pull out the wire from the multiply node shown and connect this wire to the emmissive slot on the main material input, you will see in your preview that there is now a 360 degree sphere of stars. Apply the changes and save the material, and that’s it you have a (basic) but working space sphere.
One last thing to do is in your main scene delete the AtmosphericFog and it should show up properly.
There are many ways of improving , for instance you can replace the stars texture with other textures of the stars, and even throw in a few sphere’s with a texture of a planet applied, or whatever you’d like. Hope that helps.
Hi,
I am trying to access the material properties, but since it was created with the level, I am unable to find it. (M_Sky_Panning_Clouds). How were you able to access it? Do I have to create a new Sky_Sphere to get to the material?
Thanks
Whoops I forgot that part, go into the Content Browser, and down at the bottom click on View Options button, in the panel that pops up select “Include Engine Content”, this will add the Engine folder shown in #2 on the image. Select the engine folder, then type “m_sky” and it will show up for you in the main section.
Great! Many thanks
Works perfectly. Super simple fix. thank you.
SOLUTION: First person template Motion Blur caused the issue. Remove it and there will be no “star lag”
Thank you very much for this solutions. It only becomes strange when I use the first person template/player with it. Every time I rotate the camera the stars “lag”.