I have been trying to create a skydome or box from a scene where I have a level set as a moon, orbiting a planet which in turn orbits a star.
The above video is the concept I am trying to grasp at, where the skydome perspective will be captured from the position of the cube orbiting the blue sphere. Yellow line is just where the star would be.
I have thought about how UDK2004 done skyboxes with a room off to the side and then use this room as the skybox. But try to do it with level streaming instead?
If anyone could give me a hand or push in the right direction I would be most appreciative.
The below image is a fudge of what I am trying to do. Where by the level is orbiting a gas giant as indicated above with the cube scenario.
I know I could scale the entire level up and then start translating the entire playable map with all assets so it orbits realistically, but I want to cut the CPU time in translating everything in a realistic orbit solar system.
I only care for the skybox from the position of a particular moon of a gas giant orbiting a star.
So if all the solar system scripts and physics is handled somewhere else not in the same place as the level and rendered to a texture that is positioned in the place of the moon, then that’s all I want. I just don’t want to be translating billions of vertices in the world multiple times a second.
Or a better way to explain, how can I get an entire level as a skybox for another level where the point of view is a moving object.
Too sad that no one did respond to this! and till this day, we don’t know whether this is possible or not!
Now I’m just wondering if there is a way to turn a UE space scene level into either an HDRI that preserves the same quality or to render that level inside another one (world partition) in an optimized way?