I can't help but think it's going to get played out pretty fast as tons of fly-by-night game dev shops exploit these free tools and saturate the market with un-original clones
@@NOTORIOUS404 it's not a question of the size of the world, it's about the novelty of seeing photoscanned assets and stuff ripped from geo-spacial data in a game. I predict we're going to see a lot of this and then it'll fail to impress us anymore.
@@SYBIOTE From what I see the blender addon is for the cesiumION platform which is a different thing by the same company. Something about uploading and streaming large models for performance. BlenderGIS is an addon that does what you see in the video
I would think another good use for this doesn't necessarily need to be live streamed global data, but rather you could just use it to generate the contents of a city as a starting point, and then you could manually clean up or replace assets to have a high quality replica of a real city that is to scale. It would also be good for prototyping during development until the higher quality assets are even made.
Great video checking it out! I'm a long-time gamer and actually work at Aerometrex which created the Denver & Melbourne datasets, so I'm excited to see this data actually accessible in Unreal but as you mentioned there are definitely improvements that can be made to the level of details of the models. The biggest thing that I take from this plugin launch is that finally these large datasets can be ingested into Unreal Engine so the GIS and gaming community can cross over. Historically these 3D datasets are mainly targeted at City Planners, Infrastructure projects, and AEC in general. In their case, high res detail hasn't been as big of a priority compared to being able to measure accurately as well as drop-in a proposed building or structure to see it in situ. As Cesium for Unreal grows, and the GIS and gaming community evolve together, these kinds of improvements are going to be a natural next step to meet demand for models that require minimal touch-up straight out the box. This launch is a huge step towards that, as what was previously only accessible to a few GIS professionals is now going to be in the hands of creators. Of course I may be biased as I work with this data every day, but I think it could really be the beginning of a world in which high-res models of cities help free up time for devs to focus on the creative aspects of world-building. A bit of background as well on the capture; The overall city model was captured from a helicopter, using photo scans to get the initial model and textures. For Union Station we then also captured tons of photos from the ground to be able to model and textures underneath eaves, as you can't get any detail below 45 degrees from airborne capture. It certainly cleans up the station a fair bit but is still a very new thing even in the GIS world, so that process is likely to improve. Trees are notoriously difficult to capture well as you've mentioned, for the moment I'd say replacing them is step 1 to cleaning up the model. Anyway that's it, apologies for the long comment. Just a gamer and GIS guy who's excited to see how this grows and improves!
Unless they're using the term in a very odd way, I can only imagine that solar time is set for true local noon -- i.e. 12 is when the sun's highest in the sky at that particular spot.
The problem with photogrammetry and laser scanning trees is that they move and have too much really small details (i.e. leaves and small branches), so you'll never really get good results. You could use the position and relative size and then replace them with a tree generator.
@@suzukito As of now, I imagine a more manual process, which would end up being pretty time consuming depending on the amount of trees and how close to the original you tried to match.
As someone who's worked as an R&D software developer for one of Cesium's biggest competitors in the market of GIS libraries, the greatest potential I see for this plugin is the non-game market. With all the hype around eg. smart cities, the demand for GIS systems is rising rapidly. So far, however, GIS systems typically used their own priorietary 3D engines, whether in the browser or on the desktop. By integrating with thé most popular 3D engine for gaming, this opens up a whole range of new possibilities for the GIS market.
@@jojo-lp4rd Thats silly. No one doing anything great is trying to replicate reality. I assure you playing any game where you walk through a level is more fun with levels as theyre currently made than levels with real-world places that were scanned
The absolute last and least important step in a level designer's job is making stuff pretty. Every good map in any game started off as a blockout with no textures and was playtested to death and iterated on until anyone made graphics for it... Playing any game on a 1:1 real life location would be pretty bad. That's not the good way to use this plugin.
@@Seviexe lol if i was a level designer for a racing game lets say, and it takes place in chicago half the work is down in this program, the layouts, streets, sidewalks etc AKA a block out all i would need to do is swap out their ugly scanned models with 3d art assets and boom. there are so many other uses for level design this program can expedite, and yes of course not all games utilize real world locations a level designers job is also to create a layout in an effective and time appropriate manner, which again if you stopped to think for a second you would realize the massive potential this program brings to level design.
@@TrojanLube69 I think Leeo trynna say that, now at least a solo dev can develop a nearby close to AAA production quality. And What you saying that's a legit fact ♡, in Assassin's Creed Valhalla and RDR2 around 15 studio have worked, now that's Official AAA production 😅
@@jojo-lp4rd the wave of garbage-bin games will exist regardless as long as stores don't curate their content. granted they might look a bit more realistic if those devs actually appropriate these tools but even then you can tell at a first glance if it's shovelware by the description or 3 seconds of gameplay.
It'd be interesting to see what they could do if they found a way to apply Quixel textures dynamically to the results of these scans. Maybe find some way to detect scans of trees and replace them with proper in-game foliage even if it's not identical
The issue with this is the models first. It's a big blob of polygons that no decent shader could ever fix. In fact, it would look considerably worse if you tried to put higher quality materials and textures in there.
@@jippee1 definitely. But they are not replacing stuff. It's meant to be seen from really far away. As soon as this tries to become more of a traditional stage things fall apart.
OMG. I have been going nuts, trying to get Manhatten outside my VR Windows in a project I am creating. I have tried so many techniques, even Side by Side 180° 3D pictures of New York outside the windows, but this seems perfect! Wow. Thank you!
This seems really overkill for something that is only seen through a window. You should be able to get better quality and save your users a few GB by going your original route with using a picture.
@Lucas Carracedo I think you misunderstood what I mean. Devs could use this tool's accurate map data to replicate locations with their own assets. Obviously the 3D data alone would work, but it's a good base to build off of.
@@retrospekt2794 I actually understood what you meant. Real life scales and structures look horrible in games and media in general for several reasons. Even traversing those spaces would feel off. There's tons of things happening in games that cheat the brain for gameplay reasons, but they would in turn look weird as hell in real life too. So it goes both ways. And that's where I think these tools work properly as pre-production references but nothing more. What you see in games are abstractions, data filtered through a design process, not copies of real things Of course this doesn't have to detract anyone of wanting to see it for themselves. In that I agree with you. Maybe it would be enjoyable for some people. I'm just saying that it would not be even remotely close to how it sounds like.
If they could somehow convert the whole world into 3D Nanite Meshes so they could run on ue5 lumen with nanite technology, that would solve all of the pop in and lod problems, then any space, open-world, or flight simulation game can license the plug in for their own game! Also make the plug in able to allow developers to customize the earth template into other planets and different worlds procedurally so that developers would create multiple planets and create a full explorable universe!
They could crowdsource photogrammetry from people with smarthpones or drones and use it do gradually build the entire planet virtually. Then AI could be used to fix details and make everything into realistic game assets (using stuff from Unreal Engine).
I mean, even as a tool for taking really quick reference photos for environment design is not something to discount. Google Street view is nice, but this is just a step above that if you just need a quick and dirty reference for a specific building from a specific angle.
This is fantastic, we as a team making a cold war game with the whole world, we'll use the terrain only with materials and buildings built by us, this is great!
this is mind blowing tech. I think the 'google maps sdk for gaming' just lost 50% of its value. Love that gis elevation data for mountains, photoscanned textures, and this detailed satellite scan that shows trees and mailboxes etc. It's really insane and terrific that it's accessible for free. You just need to cache this stuff and use it as a base for touching up - it's janking out because it's streaming everything realtime.
I can see this being very hopefully for movies and games, maybe a little clear up in Blender or Maya but i can see this being a huge plugin! Maybe the next GTA will use it to create fully realistic environments? This will save huge amount of time and the company wouldn't have to sent their team to different countries just to take reference photos. (Maybe textures reference)
Obiusly the trees can be removed and replaced with high fidelity graphic trees from unreal library. And cars and so on. The Cesium is to give you a perspective and scale of the map you would like to build.
@gamefromscratch This is a slightly inaccurate description of cesium. It's not just data, infact I would say the data is the least powerful part of this. The data is being provided by their cesium ion service but you don't have to use it. You're free to use your own terrain tiles and they don't need to be photogrammetry, they could even be 100% hand authored, with all the terrain streaming and LOD logic done for you.
If this can be used to extract or select segments of the environment, it could be used for skymaps or backgrounds. Hell, just positioning it within the game to get a good look, then redoing it would be really usefull!
The reason that photogrammetry looks janky is because the texture has got lighting and shadow baked into it at the position wherever the sun was at the time which is not what you want. You need the base colour only and rely on the engine to light the scene
For sure, capturing on an overcast day is ideal for photogrammetric models so you get a base model you can apply any lighting or weather conditions you want to!
I can see this being used for level blockout. The only thing I didn't see covered is if you can peel out any of the data. I mean if I could go in, look around, and tear out ... I dunno... the Calgary Tower to plop in to my game, that would be a cool use. Or just peel out a few city blocks to have as an open world section to walk around. I hope they allow us to take sections of their data and use it. A semi-accurate rendering of real world buildings could save a lot of time and effort. Immagine if the next spiderman game took a few years less to make because the devs just popped in, and tore out New York whole hog. Maybe painted in their own trees and stuff. OR... maybe... just maybe... GTA could exist in a new city? That'd be neat.
For sure, there are definitely ways to clip out only the section you need. People in the GIS community are working hard to make these kinds of clip-zip-ship solutions available
This would actually be a great tool for grey-boxing and maybe even more complete vehicle/pedestrian AI testing. I would used it as an easy way to create your own city using fragments of multiple as well as using terrain data. A lot of games use terrain inspired by certain landscapes in the world. I see too many possible use cases for it. *cough MSFS flight sim cough*
I think this would be perfect for using as a reference for 3d modeling. Now you dont have to go take pictures of everything, or use google maps images.
I was about to comment something similar. If you were to use this as a baseline and run it through a GANS AI for polish, you'd have eliminated 90% of the work involved for recreating a real world location in any real time application.
They should use ai to detect object like trees and stop sign then replace them with a matching high res 3D model that way everything would look way more realistic and way better
This is really cool and I'm definitely going to check it out. I'm guessing that it's all streaming only. So, once you have the data streamed into UE4, there's no way to export a scene/area to another format? Whatever the case, I'll find out later tonight.
I'm certain there are many ways to stream, capture, localize and customize the data. (everything inUE4vis so 'modular' generally ;) I'm so happy to finally be able to have real Manhattan outside the windows in my tech Demo!
@@schoolhomevrtechnologyassi6286 Do you live in Manhattan? That would be cool to walk by your home. I don't expect my humble, little UK village to be there but you never know and there's still plenty of other places to check out.
I understand this makes a globe? I don't want to make a globe. I want to make an planer projection, the Azimuthal Equidistant projection. Can I do that with Cesium?
I would be very concerned about the copyright issues with this. Due to the copyright laws here in the US that pertains to severability, you could find yourself in court very quickly using this. You may not be able to copyright a building, but there ARE copyrights on the sculptures and other decorative elements on the buildings. Also, many cities are VERY aggressive when it comes to using their likenesses. Chicago is one; San Francesco is another if memory serves me correctly. I don't know what precautions/deals Cesium might have in place (I didn't look tbh), but you absolutely SHOULD look into this before using Cesium. Sorry for being a buzz-kill, but someone needs to mention this.
My use for this (other than reference material) would be the chance to travel the world, something I will never be able to afford. Once someone figures out how to make the views travel back in time, it will be perfect.
All depends on how many captures you have! My company has models of different Australian cities throughout the years so you can quite literally go back in time and see the changes. As for capturing and providing models from pre-2000 or so, if you have aerial video of a city you could put that through photogrammetry processing to get a model of that area during filming. I believe this has been done before using a video of LA from the 1940's,
Unfortunately not Everywhere In the world Has this level of detail, I tried this on Japan but unfortunately there are no Photogrammetry assets for it, as it is needed for something like this to happen
As an Australian who goes to Melbourne somewhat regularly, that first example looked very cool, although your pronunciation of "Melbourne" is very American, good video though
I tried it out and it's pretty cool. But they really only have a couple cities so far. I'm sure they'll slowly add more and more but that will be way past the free trial.
Inputting the origin longitude and latitude takes me to the middle of no where. Not sure what I did wrong. Anyone else have issues with inaccurate coordinates?
Certainly! These models are created for the Geospatial Information Systems industry which is a stickler for accurate data tied to the model, so the model is accurately placed in position, height, etc.
hmmmmmm. how is it if you just copy out the first building for your game. or the area in the near? did THAT work? it will be great. and copyrights...are they then my for the game? and...why not delete the trees then by yourself and use some trees from meshes? that will be great. so...there is the question for me as beginner. is it possibel to copy a area like that building and to cut everything else away and to use that for my phantasy game? i have a 400 sites unreal enigne 4 book and i make and read every site. and it is very hard for me. so i hope to get to a level to understand after that the basics :)
Mike is there a license for the content? Seems like you cannot “keep” the content for your game right? Kinda of a waste otherwise for what you are paying for. Many web and cloud hosting providers offers terabytes of data for less. And 150G of bandwidth is nothing when the game goes live if the connection is mandatory.
Does anyone know a plugin or something similar that would allow the importing of OSM (Open Street Map) files in UE4? That would seriously be a big thing. you could prefab cites for game making very easy.
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What are the alternatives of cesium in 2022 @gamesfor ??
This will be great as a reference when You want to make a game that takes place in a real city and want to make it close to reality. I love it.
I can't help but think it's going to get played out pretty fast as tons of fly-by-night game dev shops exploit these free tools and saturate the market with un-original clones
@@jojo-lp4rd I dunno man, pretty big world out there
@@NOTORIOUS404 it's not a question of the size of the world, it's about the novelty of seeing photoscanned assets and stuff ripped from geo-spacial data in a game. I predict we're going to see a lot of this and then it'll fail to impress us anymore.
yep its for reference when you making open world games.
Agreed, extremely valuable for referencing.
Thereś a a Cesium plugin for both Blender and Godot for those interested.
Can you link the blender
Wut about unity?
link for godot please
@@SYBIOTE From what I see the blender addon is for the cesiumION platform which is a different thing by the same company. Something about uploading and streaming large models for performance.
BlenderGIS is an addon that does what you see in the video
I would think another good use for this doesn't necessarily need to be live streamed global data, but rather you could just use it to generate the contents of a city as a starting point, and then you could manually clean up or replace assets to have a high quality replica of a real city that is to scale.
It would also be good for prototyping during development until the higher quality assets are even made.
Exactly what I thought. It would take time to design a city so detailed, that works like it should, roads and everything. And blocking it out.
GFS: "The close up quality is pretty bad"
Google Earth users: "Wow that close up quality is next gen"
Only took me about 15 minutes to find my house. Creeeepy timeline we are in
how does it look?
@@godoftuts flat
@@brannonharris4642 Ohh so you live in a flat not a actual house
Great video checking it out! I'm a long-time gamer and actually work at Aerometrex which created the Denver & Melbourne datasets, so I'm excited to see this data actually accessible in Unreal but as you mentioned there are definitely improvements that can be made to the level of details of the models.
The biggest thing that I take from this plugin launch is that finally these large datasets can be ingested into Unreal Engine so the GIS and gaming community can cross over. Historically these 3D datasets are mainly targeted at City Planners, Infrastructure projects, and AEC in general. In their case, high res detail hasn't been as big of a priority compared to being able to measure accurately as well as drop-in a proposed building or structure to see it in situ.
As Cesium for Unreal grows, and the GIS and gaming community evolve together, these kinds of improvements are going to be a natural next step to meet demand for models that require minimal touch-up straight out the box. This launch is a huge step towards that, as what was previously only accessible to a few GIS professionals is now going to be in the hands of creators.
Of course I may be biased as I work with this data every day, but I think it could really be the beginning of a world in which high-res models of cities help free up time for devs to focus on the creative aspects of world-building.
A bit of background as well on the capture; The overall city model was captured from a helicopter, using photo scans to get the initial model and textures. For Union Station we then also captured tons of photos from the ground to be able to model and textures underneath eaves, as you can't get any detail below 45 degrees from airborne capture. It certainly cleans up the station a fair bit but is still a very new thing even in the GIS world, so that process is likely to improve.
Trees are notoriously difficult to capture well as you've mentioned, for the moment I'd say replacing them is step 1 to cleaning up the model.
Anyway that's it, apologies for the long comment. Just a gamer and GIS guy who's excited to see how this grows and improves!
Unless they're using the term in a very odd way, I can only imagine that solar time is set for true local noon -- i.e. 12 is when the sun's highest in the sky at that particular spot.
The problem with photogrammetry and laser scanning trees is that they move and have too much really small details (i.e. leaves and small branches), so you'll never really get good results. You could use the position and relative size and then replace them with a tree generator.
i feel like an algorithm which detects trees and replaces them with high fidelity foliage will be much messier than photo scanned trees
@@suzukito As of now, I imagine a more manual process, which would end up being pretty time consuming depending on the amount of trees and how close to the original you tried to match.
@@kornholioefx How to do that
Eventually they will be able to use AI to fix those photogrammetry trees to look and act like real trees.
You could use AI to clean things up and make it usable.
As someone who's worked as an R&D software developer for one of Cesium's biggest competitors in the market of GIS libraries, the greatest potential I see for this plugin is the non-game market. With all the hype around eg. smart cities, the demand for GIS systems is rising rapidly. So far, however, GIS systems typically used their own priorietary 3D engines, whether in the browser or on the desktop. By integrating with thé most popular 3D engine for gaming, this opens up a whole range of new possibilities for the GIS market.
As a 2D artist this is mindblowingly useful
Blender has a 100% free addon called blenderGIS that does basically the same thing. It's amazing for fast concept art.
And for 3d modeling
"I felt a great disturbance in the force, it was as if millions of level designers screamed out in terror, then were suddenly silenced....."
they're going to have to make worlds more detailed and amazing then reality now...
@@jojo-lp4rd Thats silly. No one doing anything great is trying to replicate reality. I assure you playing any game where you walk through a level is more fun with levels as theyre currently made than levels with real-world places that were scanned
The absolute last and least important step in a level designer's job is making stuff pretty. Every good map in any game started off as a blockout with no textures and was playtested to death and iterated on until anyone made graphics for it...
Playing any game on a 1:1 real life location would be pretty bad. That's not the good way to use this plugin.
@@Seviexe lol if i was a level designer for a racing game lets say, and it takes place in chicago
half the work is down in this program, the layouts, streets, sidewalks etc AKA a block out
all i would need to do is swap out their ugly scanned models with 3d art assets and boom.
there are so many other uses for level design this program can expedite, and yes of course not all games utilize real world locations
a level designers job is also to create a layout in an effective and time appropriate manner, which again if you stopped to think for a second you would realize the massive potential this program brings to level design.
@@Seviexe said every developer and publisher until about 30 years ago
This is insane. Never in history has it been so easy for a solo dev to make AAA games with all these crazy tools.
right, but there's inevitably going to be a wave of cheap games exploiting the novelty of amazing tech like this
AAA quality games *
AAA games are not solo, they need a publisher and development studio of 50+ US company.
@@TrojanLube69 I think Leeo trynna say that, now at least a solo dev can develop a nearby close to AAA production quality. And What you saying that's a legit fact ♡, in Assassin's Creed Valhalla and RDR2 around 15 studio have worked, now that's Official AAA production 😅
@@jojo-lp4rd the wave of garbage-bin games will exist regardless as long as stores don't curate their content. granted they might look a bit more realistic if those devs actually appropriate these tools but even then you can tell at a first glance if it's shovelware by the description or 3 seconds of gameplay.
This and AAA games are on two very different paths that don't cross, ever. It's a decent virtual scouting tool, at best.
It'd be interesting to see what they could do if they found a way to apply Quixel textures dynamically to the results of these scans. Maybe find some way to detect scans of trees and replace them with proper in-game foliage even if it's not identical
Converting openstreetmap landuse areas to landmass splines with dedicated materials should make it somehow possible
Using houdini engine to detect foilage and add or replace them is one method
The issue with this is the models first. It's a big blob of polygons that no decent shader could ever fix. In fact, it would look considerably worse if you tried to put higher quality materials and textures in there.
@@lucascarracedo7421 Microsoft flight simulator 2020 does a phenomenal job
@@jippee1 definitely. But they are not replacing stuff. It's meant to be seen from really far away. As soon as this tries to become more of a traditional stage things fall apart.
The sample scene depleted the 8GB video memory on my RTX2070 in like 30 seconds. Other than that, it is pretty impressive
This is amazing. Massive respect to Epic for pushing gaming to the next level.
OMG. I have been going nuts, trying to get Manhatten outside my VR Windows in a project I am creating. I have tried so many techniques, even Side by Side 180° 3D pictures of New York outside the windows, but this seems perfect! Wow. Thank you!
This seems really overkill for something that is only seen through a window. You should be able to get better quality and save your users a few GB by going your original route with using a picture.
This would be great for an indie flight sim game or something along those lines, or even a racing game of some sort
Yeh a racing game would be awesome, like The Crew 2. But better with realistic maps :)
you could probably use this for blending real world layouts, then create the actual level on another layer.
This would be great for replicating locations 1:1 in games.
Imagine stalker in 1:1 Pripyat
Massive potential
Corrrrreeeccct! :)
And it would look beyond horrible!
@Lucas Carracedo
I think you misunderstood what I mean.
Devs could use this tool's accurate map data to replicate locations with their own assets. Obviously the 3D data alone would work, but it's a good base to build off of.
@@retrospekt2794 I actually understood what you meant. Real life scales and structures look horrible in games and media in general for several reasons. Even traversing those spaces would feel off. There's tons of things happening in games that cheat the brain for gameplay reasons, but they would in turn look weird as hell in real life too. So it goes both ways. And that's where I think these tools work properly as pre-production references but nothing more. What you see in games are abstractions, data filtered through a design process, not copies of real things
Of course this doesn't have to detract anyone of wanting to see it for themselves. In that I agree with you. Maybe it would be enjoyable for some people. I'm just saying that it would not be even remotely close to how it sounds like.
If they could somehow convert the whole world into 3D Nanite Meshes so they could run on ue5 lumen with nanite technology, that would solve all of the pop in and lod problems, then any space, open-world, or flight simulation game can license the plug in for their own game! Also make the plug in able to allow developers to customize the earth template into other planets and different worlds procedurally so that developers would create multiple planets and create a full explorable universe!
it makes really easy to make games if take references and very useful for indie game developers
They could crowdsource photogrammetry from people with smarthpones or drones and use it do gradually build the entire planet virtually. Then AI could be used to fix details and make everything into realistic game assets (using stuff from Unreal Engine).
I mean, even as a tool for taking really quick reference photos for environment design is not something to discount. Google Street view is nice, but this is just a step above that if you just need a quick and dirty reference for a specific building from a specific angle.
This is fantastic, we as a team making a cold war game with the whole world, we'll use the terrain only with materials and buildings built by us, this is great!
this is mind blowing tech. I think the 'google maps sdk for gaming' just lost 50% of its value. Love that gis elevation data for mountains, photoscanned textures, and this detailed satellite scan that shows trees and mailboxes etc. It's really insane and terrific that it's accessible for free.
You just need to cache this stuff and use it as a base for touching up - it's janking out because it's streaming everything realtime.
i would use this as a in engine templete where i replace the items with my own assets but maintain the layout of a city
I can see this being very hopefully for movies and games, maybe a little clear up in Blender or Maya but i can see this being a huge plugin! Maybe the next GTA will use it to create fully realistic environments? This will save huge amount of time and the company wouldn't have to sent their team to different countries just to take reference photos. (Maybe textures reference)
How cool would it be to add the currently free Advanced Vehicle System template with this and just drive round your own city!
Very interesting plugin. At least it can serve as an excellent reference to create a realistic environment.
Obiusly the trees can be removed and replaced with high fidelity graphic trees from unreal library. And cars and so on. The Cesium is to give you a perspective and scale of the map you would like to build.
@gamefromscratch This is a slightly inaccurate description of cesium. It's not just data, infact I would say the data is the least powerful part of this. The data is being provided by their cesium ion service but you don't have to use it. You're free to use your own terrain tiles and they don't need to be photogrammetry, they could even be 100% hand authored, with all the terrain streaming and LOD logic done for you.
Imagine a destruction game using this
or just keep building up silly tall ramps everywhere like we all did in San Andreas multiplayer
If this can be used to extract or select segments of the environment, it could be used for skymaps or backgrounds. Hell, just positioning it within the game to get a good look, then redoing it would be really usefull!
I've been waiting for this.
The reason that photogrammetry looks janky is because the texture has got lighting and shadow baked into it at the position wherever the sun was at the time which is not what you want. You need the base colour only and rely on the engine to light the scene
For sure, capturing on an overcast day is ideal for photogrammetric models so you get a base model you can apply any lighting or weather conditions you want to!
I can see this being used for level blockout. The only thing I didn't see covered is if you can peel out any of the data.
I mean if I could go in, look around, and tear out ... I dunno... the Calgary Tower to plop in to my game, that would be a cool use.
Or just peel out a few city blocks to have as an open world section to walk around.
I hope they allow us to take sections of their data and use it.
A semi-accurate rendering of real world buildings could save a lot of time and effort.
Immagine if the next spiderman game took a few years less to make because the devs just popped in, and tore out New York whole hog. Maybe painted in their own trees and stuff.
OR... maybe... just maybe... GTA could exist in a new city? That'd be neat.
All Cesium data is open source. There are also plugins for Blender and Godot if you want to avoid licencing cost.
@@chubbymoth5810 Good to know. I'll have to hunt down the blender thingy.
For sure, there are definitely ways to clip out only the section you need. People in the GIS community are working hard to make these kinds of clip-zip-ship solutions available
Google Earth VR is about to get some serious competition!
So much hype!!!
Can you save/download the model though???
the close ups looking like cyberpunk2077
if you can take a specific area and then replace models and textures this could be what im looking for
This would actually be a great tool for grey-boxing and maybe even more complete vehicle/pedestrian AI testing. I would used it as an easy way to create your own city using fragments of multiple as well as using terrain data. A lot of games use terrain inspired by certain landscapes in the world. I see too many possible use cases for it. *cough MSFS flight sim cough*
Is it me or are we thinking RAMPAGE WORLD TOUR with this? >=D
Flat Earthers: The earth is flat!
Cesium: Hold my beer.
Flat Earthers: It's all a simulation
Rest of the world: ...
flat earthers: we _want_ it flat anyway
simulation: OK but then you don't look up, or down, for that matter
Cesium City and Hemisphere Sky: "by Grabthar's Hammer, what a savings!"
I think this would be perfect for using as a reference for 3d modeling. Now you dont have to go take pictures of everything, or use google maps images.
a better approach is to use AI to generate 3d models based on photos . that's when things gets interesting
I was about to comment something similar. If you were to use this as a baseline and run it through a GANS AI for polish, you'd have eliminated 90% of the work involved for recreating a real world location in any real time application.
@@Dilligff yes you are right . an AI to polish photogrammetry. like an AI denoiser but for 3D. good idea .
Можете ли вы сделать еще уроки как сделать облака? Как перемещаться конкретно к определенному месту на карте ?
I would love to see a RTS game with this
This should be great for vr chat since it's generally low res already
They should use ai to detect object like trees and stop sign then replace them with a matching high res 3D model that way everything would look way more realistic and way better
this is big for games today
Please create tutorial about installation of this plugin
I have been looking for plugins for an air arcade shooter like Ace Combat. Would you make a video of flying by some areas in the CESIUM?
So if I wanted a specific city ... where do I see it?
This is really cool and I'm definitely going to check it out. I'm guessing that it's all streaming only. So, once you have the data streamed into UE4, there's no way to export a scene/area to another format? Whatever the case, I'll find out later tonight.
I'm certain there are many ways to stream, capture, localize and customize the data. (everything inUE4vis so 'modular' generally ;) I'm so happy to finally be able to have real Manhattan outside the windows in my tech Demo!
@@schoolhomevrtechnologyassi6286 Do you live in Manhattan? That would be cool to walk by your home. I don't expect my humble, little UK village to be there but you never know and there's still plenty of other places to check out.
Imagine this, but in a post apocalyptic scenario...
I understand this makes a globe? I don't want to make a globe. I want to make an planer projection, the Azimuthal Equidistant projection. Can I do that with Cesium?
Imagine having the entire world in one huge game.
First Mario was Unreal, now it's the entire world.
VR Geoguesser when?
Looks great, hopefully it gets cleaned up
Can't travel during covid. This will do.
So the entire world is scanned, right? Can I also preview the 3D tiles without UE? For instance, from internet browser? Just like Google Earth scans?
I would be very concerned about the copyright issues with this. Due to the copyright laws here in the US that pertains to severability, you could find yourself in court very quickly using this. You may not be able to copyright a building, but there ARE copyrights on the sculptures and other decorative elements on the buildings. Also, many cities are VERY aggressive when it comes to using their likenesses. Chicago is one; San Francesco is another if memory serves me correctly. I don't know what precautions/deals Cesium might have in place (I didn't look tbh), but you absolutely SHOULD look into this before using Cesium. Sorry for being a buzz-kill, but someone needs to mention this.
True
Can you use just the terrain and add your own assets?
so how did you add the character controller? i cant switch it to bp player
My use for this (other than reference material) would be the chance to travel the world, something I will never be able to afford. Once someone figures out how to make the views travel back in time, it will be perfect.
that's a great idea man! wow - you could rewind geological time and watch the ice age come back!
All depends on how many captures you have! My company has models of different Australian cities throughout the years so you can quite literally go back in time and see the changes.
As for capturing and providing models from pre-2000 or so, if you have aerial video of a city you could put that through photogrammetry processing to get a model of that area during filming. I believe this has been done before using a video of LA from the 1940's,
Unfortunately not Everywhere In the world Has this level of detail, I tried this on Japan but unfortunately there are no Photogrammetry assets for it, as it is needed for something like this to happen
This is amazing. How detailed can you get on private houses?
...and is there any chance of a port to Gadot and or Blender?
Problem is the copyright with buildings.
can you export the map out?
As an Australian who goes to Melbourne somewhat regularly, that first example looked very cool, although your pronunciation of "Melbourne" is very American, good video though
Hey dude, your Ion Access Token is partially visible at the end of your video 👀
It's not mine, I don't have a cesium account. But thanks for the warning.
just wanna ask, does kuala lumpur, Malaysia 3D data available ?
after the import, can you export it to .obj or any other file ?
great. is there Cesium for Blender
why this is part of a game engine is a mystery
I went to -79, 43 on google maps and it's in Antartica.
the trees look like Broccoli
I tried it out and it's pretty cool. But they really only have a couple cities so far. I'm sure they'll slowly add more and more but that will be way past the free trial.
Is there a way you can just rip a part of your location out & use it to for a level
can i get a part of this terrain and edit?
Is this the same cesium from Dark?
Inputting the origin longitude and latitude takes me to the middle of no where. Not sure what I did wrong. Anyone else have issues with inaccurate coordinates?
is it possible to take real world hight data from cesium in unreal for environment ....?
Certainly! These models are created for the Geospatial Information Systems industry which is a stickler for accurate data tied to the model, so the model is accurately placed in position, height, etc.
hmmmmmm. how is it if you just copy out the first building for your game. or the area in the near? did THAT work? it will be great. and copyrights...are they then my for the game? and...why not delete the trees then by yourself and use some trees from meshes? that will be great. so...there is the question for me as beginner. is it possibel to copy a area like that building and to cut everything else away and to use that for my phantasy game? i have a 400 sites unreal enigne 4 book and i make and read every site. and it is very hard for me. so i hope to get to a level to understand after that the basics :)
WAY better than google earth
can you take out the trees and just bring in your own?
Mike is there a license for the content? Seems like you cannot “keep” the content for your game right? Kinda of a waste otherwise for what you are paying for. Many web and cloud hosting providers offers terabytes of data for less. And 150G of bandwidth is nothing when the game goes live if the connection is mandatory.
Hell yes!
As we enter the 5G age, this will be considered old school graphics in about 5-6 years
thanks
Does anyone know a plugin or something similar that would allow the importing of OSM (Open Street Map) files in UE4? That would seriously be a big thing. you could prefab cites for game making very easy.
I wonder if any manga artists will use this
Is it been updated to 5.1?
we can get the real version of The Crew from this
Neat!
You shoulda sent your avatar into snooze eatery for breakfast inside denvers union Station