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

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    #91
    Is it possible to animate the nebular inside the plugin? I bought it but found limited resources or tutorials other than the youtube video. Still figuring out how to replace shaping noise and customize generative color texture. Is it gonna cost a lot of performance to animate this?

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      #92
      Hello, it's me again. Still wondering how can you animate the nebula. Besides, how can I specify the noise I want to use for generating? I don't know which float value corresponds to which noise under the noise type parameter.
      I want to create a simulator that generates random nebulas base on different sets of noise and colors and settings. It would be extremely helpful if you can provide some instructions more elaborate than the outdated youtube video.
      Where exactly do you implement the noise function? Is it the MicroStructureTexture for displacement inside the raymarching function? How you implement different kinds of noises with it?
      Any helps will be appreciated. Thank you!

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        #93
        Originally posted by toupstream View Post
        Is it possible to animate the nebular inside the plugin? I bought it but found limited resources or tutorials other than the youtube video. Still figuring out how to replace shaping noise and customize generative color texture. Is it gonna cost a lot of performance to animate this?
        Sorry, animation of volumetric clouds is still a cinematic effect. We depend on a Creation-method, which runs parallel to update a nebula continuously. Though this process takes time and performance. So a veeeeeery small animation is possible out-of-the-box (see the NebulaAlpha_DensityInst -> AnimationSpeed-parameter as example). But a fast animation would take too much performance in creation to not be real-time anymore. You could increase the CreateTilesPerTick parameter in the BP-defaults to increase creation-speed for the cost of performance, or reduce creation complexity (simple structure and lighting)


        Originally posted by toupstream View Post
        I want to create a simulator that generates random nebulas base on different sets of noise and colors and settings.
        In the defaults-panel of a Nebula-Creator-BP, you also see the category Nebula|Creation|Randomization. From there you can trigger any Material-Parameter to be randomized within a specified range (during play), as well as customizing your Randomization for your specific needs. You may see the Tooltips of the different checkboxes for their explanation.


        Originally posted by toupstream View Post
        Where exactly do you implement the noise function? Is it the MicroStructureTexture for displacement inside the raymarching function? How you implement different kinds of noises with it?
        The Microstructure does not define the total Density- and Emissive-structure.
        You can take a look into the Presets-folder of the plugin-content. Choose one Level and select the Nebula. In the defaults-panel -> Nebula|Creation|ManualCreation you see the DensityInstance. That is where the Noise (Density and Emissive structure) is created from (during play). You can change the Instance-parameters or the underlying Materials, where you will also find the Noise-functions. These look quite differently between the Presets and you may start creating your own (see the DefaultNebula_MasterMaterial for a quite most basic example).
        Last edited by Schlabbermampf; 11-06-2019, 05:44 AM.

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          #94
          Hey thanks for the great plugin.
          I am trying to animate the position and intensity of the lightsource.
          Intensity wise,(& more importantly)- I have tried animating collection parameters, replacing the intensity and light radius but see no effect.
          Position- Have tried animating the translation of the blueprint but no luck.
          Thankyou for any tips/tricks!

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            #95
            Originally posted by maxwellS5D View Post
            Hey thanks for the great plugin.
            I am trying to animate the position and intensity of the lightsource.
            Intensity wise,(& more importantly)- I have tried animating collection parameters, replacing the intensity and light radius but see no effect.
            Position- Have tried animating the translation of the blueprint but no luck.
            Thankyou for any tips/tricks!
            Dear maxwellS5D,
            thank you very much!
            The Nebula's Lightsource-Actor and -Materials are intended for the creation of the static Nebula-Texture. The creation-process has to run to update the light's parameters and position in the Nebula structure. But animating these is only applyable for veeeery slow animations or some baking for cinematics.

            But there are some testings for dynamic lighting in the renderer. In "RenderNebula_Mat" and/or "RenderNebulaBuffered_Mat", you may replace the "NebulaRaymarchDistancefield_MatFunc" with "NebulaRaymarchDistancefield_DynLight_MatFunc". In the event-graph of "NebulaAndStarfieldV2_BP" you may notice the "ApplyDynamicLightExample" function as an entry point for your goals. But remember, dynamic lighing is still something experimetal here and some arthefacts may appear within a homogenous structure!

            So have fun and good luck, anyway keep asking

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              #96
              Hello, guys!
              First i found your plugin I was extremely fascinated, it's awesome!

              So I bought it, downloaded from EGLauncher, switched to "enabled" in my plugin window and....
              I can't see any folders or something at my content browser..
              Project restarting didn't work, switching to "enabled" again for the second time as well.
              How can I solve this problem?
              My UE version is 4.23 if it's necessary.

              (I apologize for my English in advanced, I'm not native speaker)

              Thank you!

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                #97
                Hello bertuio

                did you do this?

                Click image for larger version

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                This is an default editor thing, would be nice to make it sticky..

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                  #98
                  Hello LeeFX !

                  Thank you, it works!
                  Didn't know about this option..

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                    #99
                    Bumping for new 2020 Update (a star occlusion fix is currently pending in the update process)
                    and a new Tech Demo - Download (99mb)
                    (For some reason Unreal Engine requests firewall access. You can safely ignore this request.)



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                      Hey there LeeFX, I got plugin content ticked and there's no content folder (I'm in 4.24)...

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                        ioFlow Studios hm... that is strange. Did you tick "Show Engine Content"? Plugins from the Marketplace are usually stored within the Engine folder.
                        Btw. it is shown with screenshots in our documentation

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                          Ah, yes, needed to turn on engine content as well as plugin content... ta LeeFX

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