The Eden Project

Still chipping away at this one pebble at a time…
Stumbled across a fix for my jitter problem :slight_smile:

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Hey Everyone,

Got some more stuff sorted out this weekend:

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Put in a big weekend, fixed a bunch of very old and silly problems.
Now the frame rate holds at 90 fps instead of 15 fps!
Oh, and put in ALSv4 because it’s cool as :slight_smile:

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Aight.

Been cycling through different grid options for my tectonic plates/biome map thingy (that the terrain mesh will get served elevation data from).

Was originally a voronoi grid, but that was waaay too expensive for technical reasons because I want/need more than just flat colored voronoi cells. So I switched over to hexagonal grids, maaan are those a pain to do on spheres…

Then I thought today, surely a straight cube grid inflated to a sphere will be too chunky, even with domain warping right?

ennnnggggk… wrongo :slight_smile:

Pardon the current uniformity of it all (that’s easy to fix).

To be honest, there’s enough interesting looking detail here I might not even need to use all those tricky tectonic plate collisions thingys I did last year…

Oh and yeah, this is proof of concept knocked up in blender, but it’s all completely transferrable to UE4 errr 5 :slight_smile:

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And just for a bit of fun (it’s late) here’s some fake cloud thrown in:

(I dunno how to do planetary atmosphere in blender and it’s just a POC anyways)

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Can anyone tell me why this is happening? (And how to make it stop?)

It’s a bug in the occlusion culling in UE5 :confused:

Here is my subd plane at 300000.0 on the z axis


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Here it is at 3000000.0 on the z axis (added a 0)


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same viewing angle, just moved up higher and moved viewport to it by pressing F

Fixed the problems above by enabling large world support in world settings and setting the bounds scale on the green mesh to something ridiculous like 500.

Alrighty then… looks like this approach might actually work…

Keep in mind I’m just previewing the noise here with vertex colors, so the res at this altitude is an artifact of the mesh lod-ing.

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Must be time for my once a month proof of life :slight_smile:

After a bunch of hair pulling (mine) got dynamic textures going in unreal again. So now I can encode my tectonic and biome data into textures and pass it into materials giving them access to the same data I use for generating the surface meshes.

TLDR; no more blurry maps from orbit :slight_smile:

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Yay! Got my old tectonic based map generator going in the planet mesh :slight_smile:

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Got more done on the planet material (getting there slowly)

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Can anyone offer any suggestions about how to fix that “blink” in the atmosphere rendering @ 48 seconds in the video above?

Another quick little video showing how I use domain warping to get nice looking coastlines.
Bunch of artifacts down low, won’t take much to clean all that up.

Next job is bringing back elevation in the ground meshes :slight_smile:

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Sure looks purty from orbit

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More domain warping fun :slight_smile:

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Hello there fellow planeteers, got some important stuff going today so I thought I’d make a little video showing that off and blathering incoherently about how it all works…

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Why thank you good sir :slight_smile:

Re the atmosphere, it’s just the out of the box skyAtmosphere and volumetricCloud available in the add menu.

- EDIT --------------------------------------------

Atmo fix from outbounddev on youtube:

For the atmosphere LUT switching, use the command:
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque 0

you can add this to your projects DefaultEngine.ini file so you dont have to enter it every time you launch your project :slight_smile:

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