That’s exactly the video I’m using as source My Seams have returned thanks to Mental Rays’ bleddy border that it adds to everything so I’m back to re-baking textures, but I am also working on the aurora:
What I’m struggling with now is mapping the detail textures to 3D space, but making sure there’s no stretching or re-orientation. The 3D World Coordinates functions in Unreal are okay for small objects, but for large objects they cause all manner of stretching. I may just have to create another set of UV’s and have each mesh in the actor have a chunk of those UV’s, and actually map the textures to UV space. There would still be some distortion at the poles (or I could use Polar Coordinates, not yet figured that one out but I see it in your sun shader).
Looking forward to getting me a copy of that and learning a few tricks
Great update
I see you have an aurora system?! Have any videos of it in realtime?
Hm… Yes that UV could be problematic.
One of the things you could do is a screen based 3D Coordinate system & Mask.
Basically, would warp your 3D UV’s so that they stretched properly from your camera angle but broke behind the object. (But who will be back there to see that happening)
I have implemented things like before. They can be a bit of a hassle, but they can be potential fixes for things like .
A video finally! Note is still a work in progress. The base of the Aurora can get a little too thick/intense at times, and still needs tweaking a little. I also forgot to fade out the Thunderstorms as you move far away, though it was a quite nice effect.
Only a short little teaser for now, and you can also see I’m having an with artefacts/straight lines caused by the normal mapping too. should be fixed when I get around to re-baking them all. I think I may soften the boundaries between the ocean and the landmass, as at the moment the specular blending is a little bit too harsh IMO, and the sea glows like it’s emitting light.
No surrounding environment atm either, though the moon is in there too.
Well you can get closer than the current Camera Clipping plane :p, so definitely close enough haha. At that point though the detail is mostly injected by the tiling detail textures, but when you’re that close you don’t really notice them.
Holy mother of planets! Can’t wait for a tutorial/explanation. I’ve showed the screens to my colleague and he also said that is an incredible piece of work.
He is building as part of a cinematic mission control experience for a Satellite Control Station, so he won’t be able to provide any downloads for the project.