Hi all, I just wanted to share what I’m working on. It’s a procedural planet mesh which subdivides/simplifies at run-time giving a good amount of geometry around the player. It’s a work in progress so nothing is final. The atmosphere was the one done by Robert Khalikov you can check it out here: Realistic Atmosphere in Visual Effects - UE Marketplace
The planet geometry was made using the procedural mesh component; I set up the coordinates for a cube then mapped it to a sphere. The texture is a world aligned test material with tessellation.
I used C++ for the foundation of the mesh then I extended it to blueprint for the node tile actor classes. There are noticeable cracks where certain tiles don’t meet up, I plan to reduce that in future.
I also have a video which is quite old. The pictures are also old but hey we gotta start somewhere right? I plan to post an update soon!
Thanks. It’s more for my own educational exploration. I learned a lot working with the procedural mesh component. With many improvements, I hope to release it to the community to see what unreal devs can extract from it or do with it. If it’s really good, I would like to put it on the marketplace.
Got a major update for my planet system! I’ve greatly improved node/tile subdivision efficiency ! Rather than generate like 32/128 nodes at once, which I have been doing and is very CPU intensive, I instead generate 4 to 8 nodes per node that the player interacts with. This allows for pinpoint accuracy for subdivisions on the planet region. It also makes getting detail on a insanely large mesh a walk in the park!.. with this new pipeline it doesn’t matter how big the planet is… I can have one up to a size of +40km in diameter! :D. okay I might be over exaggerating a bit. :rolleyes:
I have to admit myself that the documentation for the procedural mesh component is sparse. I have listed a few resources below. My advice would be to render your first triangle in blueprint then give it a go in C++. Experiment with vertex location, rotation, scale, materials etc.
A Procedural City Generator. Right now I’m using splines to generate the roads, but I’m thinking of using PMC to create the intersections since the roads can meet at almost any angle and I cant have a premade set of connectors
Interesting!! Have you seen or are you following any similar threads this this or this??? It often feels like…
Procedural Planets projects are ‘sort-of’ cursed like certain films, doomed to never get made / finished…
Yeah, they do have a bit of a gloomy atmosphere hehehe. I’m going to go as far as possible. It’s one of my dreams to have large planets in unreal. I’m going to be working on it for a while and though it may not get finished or be considered finished, I will aim to get it as game-ready as possible!
yeah my planet system isn’t a polished as the ones in those threads. I’ve read through those threads briefly but here’s the thing. Have those projects ever been released either as a playable demo, project file or on the marketplace? heheh I’ve already shared my first demo file and can’t wait to get the next one rolling :): ProceduralPlanetDemo.zip - Google Drive