Space Nebula and Starfield Plugin ✧ V1 + V2 + V3 ✧ for UE4

It’s actually the question how the Creation-Pipeline is set. In this case I recommend to remove/disable every Creation-Stage except the Color-Lookup Creation-Stage. Use a previously/seperately created/saved Volume-Texture or e.g. clear the Pipeline in BP from anything unwanted after the initial creation.

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Sorry, I don’t understand how I would do this.
How would I disable the other stages to only generate the Color-Loopup Creation stage without recreating the structure of the nebula (only the color)?
Right now in Galaxy_BP, if I disable ‘Show All Stages’ and then press randomize in the color-lookup, the color randomizes itself instantly and the structure stays exactly the same. The issue is that in the background it still recreates the structure, and I don’t want it to do that - how do I disable this part?
What I want is only the color to get randomized and recreated, I want it to keep the existing nebula structure and not recreate it so doesn’t have to recreate it to save on performance and generation time.

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Got more nice pictures!
Now trying to optimize stuff cuz it’s not running great right now (I didn’t expect it’ll, working to see what I can reduce!) :sweat_smile: Ofc lmk of any optimization tips xD
And still need to do the fast galaxy recolor that I asked above, hopefully we can do that.

Basically you can call the event “Pre Nebula Creation Stage”, cast the Creation-Stage to “Color-Lookup Material” and when the cast fails, use the Stop function on the Stage. Not quite sure if it works but there are other possibilities like setting the “Creation-Mode” of all Stages to “None”. Though this part is already rewritten for the new version… But defenitively something to look into further!

*EDIT: The above method with casting and stopping in the “Pre Nebula Creation Stage”-event wont work, but will in the upcoming version. You still can iterate over all the Creation-Stages and disable them via the “Creation Mode”. Will be more easy soon.

Thank you for sharing those images! Very happy to see your universe unfold! :smiley: Those different scalings give a nice feeling already. The large Nebulas maybe want some Lightsources being applied in the Creation ;D

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Thanks again for the answer and thanks for emailing me so I have another contact method!

Based on what you suggested, how would I disable the creation stages to disable the structure regeneration? If I just set them to none it still recreates the structure, so I’m not sure how you mean that I should do it. Here is a gif showing the structure resetting after I set the structure related creation stages to none and then randomize in a hope to only randomize the color: Screen capture - 01895acf5659e3079bd12f5453e8e131 - Gyazo

Regrading adding lightsources, I tried messing with the lightsources in the creation stages but honestly in most cases it seems to do nothing, specially when I already have one light source. I’m using the nebula from the NebulaAlpha_Level level for the galaxy clusters, so do let me know if you have any ideas for how to make them better looking! (only thing changed is higher max density to 7)

For your new version it would be great if there was just a Randomize Color & Update Color node, and might as well add a Randomize Structure & Update Structure node.
Not to be pushy or anything but do you think this new version will be ready in the next 1-2 months? And would it include some stuff that I suggested like more detailed microstructures and a blackhole preset similar to the galaxy one? These will be very useful for me!
And in general any optimizations you can get in would be amazing, I know this plugin is already running really great but right now it’s tough trying to render a whole space scene with many nebulas (specifically when looking at an area with many nebulas the fps can get pretty low) (so maybe automated LODs for far nebulas or something like that, but I wouldn’t know what’s actually the main bottleneck) (if I’d try to reduce the volume resolution for far galaxies/nebulas, it just makes it completely different and in most cases less visible, so it’s not really a viable far LOD solution).

Sorry for those issues, will work on getting the Color randomized seperately more straight forward.
Very happy about your input, though it seems you need to be patient. Like to provide a new V3 sooner, but will still be “Experimental” longer.

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Okay, thanks! Let’s talk on Discord, I added you Tbjbu2#0001

Any plans to update for UE5?

you can write us a mail or pm to get the UE5 version :smiley:

Hello. It seems all of your plugins are updated for UE5 but Space Nebula and Starfield Plugin V2. Any plan to update it too? :slight_smile:

Just submitted the UE5 edition of the Plugin to the Marketplace, so you can download it from the Epic Launcher in some few days from now.

All features from V2 and V3 appear to work fine on DirectX 12 and Vulkan, but DirectX 11 induces problems. Since DirectX 12 is the default setting in UE5, it’s worth the upgrade for now, but in case somebody is targeting DirectX 11 on UE5, please contact us and we get you fixed! Thanks

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Great! Thank you :slight_smile:

I just had this thread suggested to me and wanted to say great plugin! :smile:

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Just a quick message to say many thanks for the fantastic plugin!
Is there a Discord or is this the best/only way to communicate and ask questions and advice?

Hello!
I bought your plugin from the marketplace and I have a few questions.
My main question concerns VR.
I contacted you by email but I wanted to know if there was a discord or something more convenient.
Looks awesome tho!

Hey, you can contact me on Discord via .schlabbermampf
The plugin is not really optimized for VR. I am recently collecting some experience in VR development and i might introduce some new tech in the plugin with more time xD
Thank you^^

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