Create a Space Scene in Unreal Engine 5: The Tutorial You Need to See!
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- Опубліковано 28 лип 2024
- 🌌 Link to the Project on Artstation: www.artstation.com/a/12884006
💎 Link to the Project on Gumroad: arghanion.gumroad.com/l/lrshv
Why not get it on Patreon?: / arghanionspuzzlebox
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If you want to create a Space Scene in Unreal Engine then welcome to a complete tutorial on how to create a planetary system along with an asteroid belt and volumetrics for added atmosphere. This is part 1 of this tutorial series in which we will learn how to create our planet and our atmosphere.
Space Creation Full Series: • Unreal Engine Space Cr...
Link to Part 2 - • Create a Space Scene i...
Link to Part 3 - • Create a Space Scene i...
00:00 Intro
02:37 Project Breakdown
12:00 Level Creation
13:05 Planet Creation
15:50 Atmosphere Setup
17:40 Shadows Correction
22:30 Textures and Materials
24:20 Planet Normal Material
32:25 Star System
37:40 Post Process
39:00 End of Part 1
*ignore this*
Space of the earth, 4090 RTX, Unreal Engine, Blender, Space Scene, NASA, Space X
If you want to talk to me directly or take a look at my projects then please follow this link:
[Store, Membership, and Socials]
linktr.ee/arghanionprime
Tooooooop.
@@glouverrogernunesdonascime2129qses 经!以!--有
Awesome work, and video. I wanted to mention that the volume of the video is rather low. I checked everything and played other vids and indeed your audio is about -30db from average. I thought I would mention this as it may be helpful. Shoot for -10db peaks at render and you are golden. Also helps when doing spoken word like this to use a Normalizer which levels everything nicely. PS: If you ever need voiceover, character acting, etc. I am your guy! I would be happy to contribute. I also do sound effects, music and mastering. I am handy with UE, and video editing as well. Salute!!
Thanks for your work and contributions!
@tahoma6889 thanks for watching and thank you for the tip
Please consider watching a newer video of mine and let me know if it has improved. And yeah, I might give you a shout. Wanna join my Discord so I can have you as a contact?
@@tahoma6889 Interested to see what you have for a space game.
For anyone having issues with the shadow not casting at large distances/sizes, select the sphere > Lighting > Advanced > turn on 'Far Shadow'. Seems to work!
Will try this but in the preview version when I made this, at that scale far shadows didn't have any effect
Are you using Ray tracing shadows by any chance?
@@ArghanionsPuzzlebox Nope no raytracing. using the latest version tho so maybe something was changed. Great tutorial btw! Just finished following it and it's looking great!
Glad you found it useful. I'm working on a planetary system simulator at the minute. Will do a tutorial on it as well.
@@ArghanionsPuzzlebox Sweet can't wait, suites me perfectly as I'm building a sort of space based game atm
Shadows weren't working for me until I did this so thanks. I turned Ray tracing on when I started the project so is having Ray tracing on the problem? Anyone know?
Grateful for you taking the time to show how to do this! I had trouble finding a comprehensive space scene set up in ue5
Glad to have helped. Consider joining discord if you need more help.
Perfect ! I can't wait to continue :)
This is fantastic - thanks for sharing it.
The tutorial is really great, as well as the way you present the content. I just started with UE today, so I'm a complete newbie. Thanks to your video, after about 5 hours I'm able to fly my U.S.S. Enterprise through space ;-). I'm already looking forward to the 2nd video. Keep up the good work.
Glad it was helpful! The second part is now out, I do want to warn you, though, this one is a bit more complicated as it deals with Blueprints. Very good to learn, mind you, but I am putting together Part 3 where a simpler approach is applied that has less of a visual flair. Please contact me via the link in the description if you need any assistance with your project.
ua-cam.com/video/uH0EUmQ-h-I/v-deo.html
Nice job! I've been looking to learn about how to make space scenes in UE5 for some time and this was very helpful.
Glad I could help! If you want the project files, you can find them in the description.
Just discovered unreal 5 and this is my 2nd day venturing into it. Thank you for how descriptive you are and for not going super duper fast so i can keep up. ❤❤❤subscribed.
Welcome to the club 😊 happy learning
outstanding tut! This is more my first foray into creating space scenes and I learnt a lot from this. Thank you for taking the time to do this. Am just about to buy some of your packs on artstation but thought I would poke under the hood first and try doing it for myself. Was def not disappointed! Look forward to diving into your project fiies!
Thank you for the feedback and support. If you need help then please join the discord server.
😮
Pl
I begin for Minerva Station but now you are the perfect second part , congrats for your channel!
Cheers
Beautiful scene! I'm new to UE but loving it!
Thank you. I'm working on another space scene now with some more fantastical elements.
Thanks dude, this tutorial was used to make badass space animations and sceneries for a futurism channel with 1M subs. Your work has a huge magnitude of people it will touch!
That's really awesome! Glad it was useful!
Hey. Any chance you can link to the project outcome? I am curious to see what video was made with the knowledge from here :)
Excellent guide! I really learned alot. Subscribed
Glad you found it useful
This feels natural, A lot of youtubers often when creating long videos will read a script, when this happens it is noticeable both with they eyes and the tone of their voices. with this, there was plenty of information and it felt like you knew exactly what you were saying without the need for any pointers, prompts or scripts. Why this is important is that it helps the viewer really connect with what you are explaining and solidifies in the viewer that you are knowledgeable in the field you are giving the tutorial in and not just reading pre written research. In this aspect I felt very connected and very informed by your explanations.
Your sound has GREATLY improved from previous videos, and the quality of your video has improved 10 fold. This is a great jump in quality. I really loved the subject, as I am working in unreal (I'm not an expert in unreal yet) I felt like there was enough beginner to intermediate knowledge here that most people will be able to understand. There is some advanced concepts in here that is still understandable to those that are not at the expert level. I can see moments where you needed to think about the next section of your speech, this is also something that majority of youtubers cut out but the problem with that is that there is a disconnection with the peoples ability to connect and enjoy the content they have beyond the video they viewed. For you I felt like you were actually having a conversation with your viewers .
I really liked this. Comparing previous content you have released this is a HUGE improvement and I thoroughly enjoyed this, I think as far as improvements you could make: Color grading to match both video streams together for a more consistent appeal and Mouse location identifier on double control click so the areas that are a little more harder to see or separate from the back ground, you could double tap ctrl and it will bring a little ring around the mouse we can see, as fast mouse movements can be hard to follow sometimes, (Program for this is : Power toys for windows). you could along with your video section breakdowns in UA-cam is add little intro points to denote the change in subject visually. A very brief 1 minute intro to that tool you are using for example, you move to the blue prints, you could just in 30 seconds to a minute show how to make a node, make a connection etc then the beginners watching can still follow. but id make its 1 minute or less other wise tutorials are extremely long but if maintaining 30 second intro to 1 minute that would only add 5 or so minutes to the total which is ok.
it doesn't have to create a pause in the video but maybe a flying in or appearing text denoting the subject change from level creation to planet creation and so forth( this will help viewers understand that you have moved on and this is the time they should either pause and reflect on the information you have served or they know that they need to move on from that part of your lesson. . A suggestion for future content is: Collaboration tools for unreal engine / How to setup perforce, or add team members to work with the creator on their projects. etc. I am looking forward to your next video.
Thank you for your well put together feedback. I've managed to improve the sound quality by finally upgrading to a better microphone, will tune this further to get more improvements for future videos. Really good insight on the readiability of what I am presenting on the screen, will definitely take a look at Power Toys and also a 20 - 30 second intro to the next topic of the video.
One of my major issues right now, is getting more engagement with the audience. I may not be seening this enough, but I greatly appreciate user feedback and requests as it gives me new avenues to build upon.
Thank you for your time at reviewing my work, will work towards growing further.
@@ArghanionsPuzzlebox always happy to help, keep me updated on your videos in the future, your content is really good and I enjoy your releases. Looking forward to more !
This is absolutley fantastic tutorial!!! Thanks a lot!!!
Glad you liked it!
Very nice tutorial for UE5. Looking forward for more
Thanks. Glad you liked it
Thank you!
Amazing stuff!! Thanks for that, well done! 😁
Again, activating far shadows on the sphere and/or raytraced shadows helps with the shadow issue
Thank you!
This is a great tutorial! Thank you
Glad it was helpful!
This is great.
Awsome ❤
I Was stuck with an issue about to give up, you actually had the same issue & showed me how to solve it. Many Thanks! I was basically doing the same thing but differently...
Glad it helped! What was the issue you were on?
I fixed the Saturn Texture: i.imgur.com/gWcpx7j.png This is the normal, its not great as I used Paint.net rather than photoshop: i.imgur.com/vD9uIyl.jpg
It's really a fantastic tutorial! I've really learned a lot. Thank you, and you deserve more views!
Thank you very much. I think they will come.
@@ArghanionsPuzzleboxYes, definitely. I've watched it twice, and followed your steps the second time, but encountered a problem. I duplicated the planet and made it the same size as yours, but it didn't dark the whole area, except this, all the other functions were well. Do you know the reason?
Can you join the discord server and send me a photo of your issue, please?
@@ArghanionsPuzzlebox sorry for this late reply, i was asleep at that time. How can I join your discrod server please? I just registered an account.
@@ArghanionsPuzzlebox i see the link
Great tutorial! My 2 cents: At 34:08, setting an Unlit material's Blend Mode to Additive removes the need for SkyAtmosphereLightDiskLuminance node and extra Add operation.
this fixed my atmosphere not showing up once we added starsystem
I just experienced the same issue - the stars system messed with my atmosphere, but thanks to your comment and @OregonburlsStephen 's observation, this issue was fixed!
cool stuff
Really a great tutorial! thank you for that. I had an issue about cast shadow that you showed with help of a cube at the beginning. do you have any suggestion that ı should look into it?
Glad you found it useful. What issues are you having specifically with cast shadows?
Top! Thx
Stay tuned for the next part
One of my Patrons just shared this with me, you got another customer and will be showcasing this on my channel as well
Oh, wow! I have followed your channel before and it has helped me a lot, great content! Greatly appreciate that you like the content I put out as well. Thank you and best of luck. Maybe we can cooperate in the future.
@@ArghanionsPuzzlebox yup would love to.
Thank you for these fantastic tutorials.... I'm about to start on a kids space travel project and will use UE5 to create the space scenes as viewed from within a space capsule looking outwards. Is the joystick control a built-in option in UR5? In UE4 I played with various optional addons but was never that happy with the outcome. I would like to use my Logitech Extreme 3D Pro Joystick as the interface controlling character movement. Have you any experience with this or can you point to a good source of information using a joy stick with UE5?? Thanks again for putting these videos together....
Glad you are enjoying the content. Sadly I've never set up a joystick control scheme and not really sure how to do it. I will try and find some content for you. Please consider joining the discord server as people there might be able to help.
New sub. Great video.
Cheers
Seu vídeo tutorial é perfeito! Eu gosto muito desse tema. Meu UE5 é um pouco diferente, mas estou conseguindo encontrar as ferramentas em outro lugar.
Glad you liked it!
Does this tutorial go over planets to space transition by any chance? I'm currently working on a game and been testing on spaceship flights, but I'm trying to fight out how to make it so you can enter and land on the planet surfaces.
No, unfortunately it does not. I'm planning on doing something like that in the future.
Great tutorial!!! btw how do I go to the planet closer? camera gets just really slow as I tried to get closer : (
Depends really on the scale of the scene. But on the right side of the screen you have camera speed. Set it to 8 and override the number of units you travel to maybe 512? See if that works well.
Am I allowed to use this for a music video if I buy it ?
Thank you. Amazing work!
Yes, not a problem. Thank you for your support. Join the discord channel if you need help.
Thanks so much for making these videos! ur the best! Quick question: I'm using a mac and unreal engine 5 preview and I can't seem to get any shadows to show up. I checked scalability (on epic), directional light and objects (sphere and cube) are both moveable and cast shadows options are on, but sphere and cube objects in my scene aren't casting shadows on each other that I can see
Really glad you enjoyed it. The main problem with shadows not casting is due to how far is your camera to the objects and also how big everything is in the scene. Try and scale down to the point that shadows start displaying and work your way up from there.
Thanks for replying!! I scaled all my objects down super low (100 scale) and there are still no shadows cast by objects on each other. Reflections do appear to be showing however
Can you join the discord group so we can try and fix it? discord.gg/RbqwFBkc
Hi!! Im going step by step but I dont know why my sun looks tiny and with no difussion and some alliasing in the shadows. I dont know how to make my sun look big a soft as yours right away
Hi
Please consider joinging the discord channel and I can help you directly: discord.gg/XQSmZV8Q
To make your sun look bigger and softer, there are a few options in the directional light:
Source Angle
Source Soft Angle
Bloom Settings
Also consider adding a PostProcess Volume in the scene with Infinite Bounds and in the Bloom Settings of this Volume, change the Method to Convolution.
Let me know if this helps.
this is super helpful, thank you so much. Quick question for a complete noob, how did you get your sun to look like that? Mine is super distant and blends in with the stars
Thanks for watching. You need to look at the settings found near the directional light intensity. There are some settings there for the size of the sun.
Hi, great video! Thank you so much! I have a problem though, It seems that no matter what size I pick for my planet, it won't cast a shadow. I went through the settings like you said in the video, got the sphere's Cast Shadow on and the DirectionalLights Atmosphere And Clouds Cast setting on. I'm using 5.0.3. Again, great videos ;)
Hi. Can you join the discord server so we can take a closer look?
@@ArghanionsPuzzlebox Thx for replying! Will do.
Nice tutorial.
By the way, you can fix the disappearing shadows by just activating ray traced shadows. Works on nonRTX cards, too (at least on my 1660 Super).
Cheers
Thanks. Will give it a try. Will there not be any other kind of artifscting?
@@ArghanionsPuzzlebox only when using nanite. as I understood, you only use nanite for the asteroids. and there, you deactivated self-shadowing. so, i think you won't have any problems.
if - despite that - still have artifacts, then just follow the tutorial from William Faucher on nanite shadow problems with ray tracing.
Thank you!
How would one go about creating atmospheric lighting from the center-out? For example, in a star system a sun would be the center and only light source. However, the atmosphere BP only seems to work and react with the directional light which cannot be center-out. Trying to recreate the light shafts and shadows consistently from an observable solar system and a point light where the sun is place just wont cut it.
So far this is not possible. Simply put unreal engine wasn't designed with this in mind but I believe it will come in the near future.
Which version of EU5 do you use? I tried using 5.1 and there were some settings missing.
This was done in 5.0.2 but there are easy workarounds anything you can't find. Join Discord and let me know.
Amazing. Sugoi. Subarashi! 超棒。
Thank you
My DirectionalLight is just looking like a plane white cirkel, there is no fall off (softnes) to it.
what don't i have right?
Play with the scale and threshold in the directional light - light shafts
is this interactive i mean 3d kinetics or just pure video animation? Can it be added. Does ai exist for it? Can you add kinetics to them all?
Can someone point me at the tutorial for adding the Material Graph for the Cloud Layer?
Is there anyway to construct a normal map inside UE5 instead of using Photoshop?
damn that looks awesome
Thank you!
@@ArghanionsPuzzlebox is UE5 able to generate multiple this kind of worlds?
Yes. Should be able to have multiple planets.
Voxel plugin can make them explora le as well.
I was able to follow until the photoshop part. I have the latest version of photoshop and when I "Generate Normal Map.." I get different options and no windows pop up... I tried playing around with the properties that does pop up but cannot set / find the "Blur" or "Details Scale" / any of the settings you have on your photoshop....
Hi
I've heard that newer versions of Photoshop have stopped providing this feature as it was in previous versions. Can you please use a software like Gimp instead, and see if that works well? There are tutorials on youtube on how to quickly make a normal map with Gimp
@Arghanion's Puzzlebox
I have also one question - for what reason we keep here SkyLight Element? :) I deleted it - nothing changed.
Normally this will help enhance the realism of the scene. So let's say you have a spacecraft in the scene with very reflective surfaces. You can use the Skylight to reflect the skybox you have in the scene on the surface of the ship.
Yeah, at about min 13 after enabling the modeling plugin, you say "You can just press this button right here." but what if that button doesn't appear? How to access the modeling tool? (and yes, I restarted the engine)
After enabling the plugin and restarting, check the pull down menu in the upper left corner of the GUI. Says "Selection Mode" by default, open it up and modeling toolset is now an option.
What is the best way to optimise it(im planning to implement it to vr game)
Well the resolution of most things would need to be lowered. But I haven't tested this in a vr environment so not quite sure.
When I add the milky way texture to the material and apply it, it has green pixelated looking blobs everywhere. Very awful looking. How do I fix this? Awesome tut by the way!
Hi guys, I followed this amazing course but i have a problem, when i added the Star_System, the sun is still always outside the StarSystem sphere even if i give it a huge very huge scale, so anyone have an idea to resolve this? thank you
it stays outside, you have to change starsystem settings to allow it to shine through. Rewatch that section perhaps.
Hi ! At 37:10, when you change the bloom in postprocessvolume to "Convolution", yours are more details than me. In my render, there are like blur in directionnal ! Do you have a solution ? Thank you
You need to edit the light shaft intensity and scale in the directional light.
i try all the parameters in directionnal light and the sky atmosphere but nothing do
Got everything done so far, but for some reason I'm seeing some blocky artifacts around my planet. It appears to be a form of anti-aliasing. Anyone know a fix? Thanks!
Hey man! I bought the Sun Harvest project. Looks great! I'm trying to change a couple things but having a hard time. I'm trying to add red point lights on the shadow side of the asteroids but they aren't lighting anything. I tried raising intensity, attenuation and removing inverse squared but nothing works. Any ideas?
Thank you for support and really glad you like it! If you look at the scene, you will see that the size of the world is very large. You will have to ass ridiculous amounts of intensity and attenuation radius. Try and add the max number allowed by the engine and tweak it down from there. If that doesn't work, consider scaling certain elements down, such as the asteroids, in relation to where you will have your camera.
@@ArghanionsPuzzlebox thanks! it worked after a bit of tweaking. Another issue I’m having now is that when I zoom out a bit, the light abruptly fades away, even though the camera is definitely still in the attenuation radius. Let me know if you have any idea why!
Think it's an engine limitation due to the scale of the scene. I'm still trying to resolve issues like this but so far not managed it. I think the size of the scene would need reducing.
How did you get the sun to shine through the star system sphere? I checked unlit and it still gets hidden.
Thanks for the tutorial btw!
You will need to add a sky atmosphere light disk luminance in your material shader that will allow the directional light to bypass the sphere.
Could this be setup to work in 4.26
Yes, it can be done 100%. Unless I am omitting something that is not very apparent, but as far as I know there are no reasons not to be able to do it.
Hi there, Thank you for this. But the moment I placed my Star System Sphere and applied the steps I lost My Directional Sun as Mesh I mean it is not visible in the viewport but can still manipulate via Ctrl+L.. why is that so.? Thank you if u can briefly help
În the tutorial I make a mention of using a sky luminance disk in the star sphere material. Please look at that.
@@ArghanionsPuzzlebox The moment I make the Star Sphere Two Sided I loose my Sun … 🤷🏻♂️
@@ArghanionsPuzzlebox The moment I make the Star Sphere Two Sided I loose my Sun … 🤷🏻♂️
i had this issue it was because I sky Atmosphere Light Distance instead of Sky Light Disk. Hope this helps.@@sinanarts
Hi, thank you for this tutorial! Just ask a basic question, 13:08 how to make this sphere in UE5.2 ? And also slices to 128? Thank you!
Same question)
Chose "Lat long"
Hey there! for some reason for making the nodes for the Normal I cant find them. Can you help Me??
Can you home discord and I'll help there?
@@ArghanionsPuzzlebox Hey, I recently found this video and too would like to know how you set up the nodes for the Normal. I have half of it but I can't seem to find the Param (4.5)
i realise I can't complain, but what do you say at 35:00 'we put a parameter into the multiply?" how do you create the parameter function? it must materialises from your mouse movement..god its hard to follow
Hey awesome tutorial, just one little thing. Instead of copying and pasting your nodes from your other project it'd be nice to show how you created them and what specific ones you used. I am stuck on the texture rotation one at 31:00. How do you create that to get the texture rotating?
Hi. Thank you for watching. Please right click and search for Panner, Append and Texture Coordinate. The 2 values in A and B for the Append node can be created by holding 1 on the keyboard and left clicking anywhere on the material shader grid. You can for example convert any of those into a Paramater by right clicking them and you can rename to something like Speed X
@@ArghanionsPuzzlebox thanks heaps! And again awesome tutorial, helping me with a project through Uni 👍🏼
19:14 To resolve this issue, Open Project Settings- Rendering - in Shadows Map Method select "Virtual Shadow Maps", Enable Hardware Ray Tracing and check mark all Options in that, UE ask for restart and re-built all shadows and done
Cheers for the tip! I wonder what could be done to fix this for people who wouldn't be able to use Hardware Ray Tracing.
Hi nice tutorial but at 12:28 when creating the sky athmosphere I get a blue skyline instead of a black space. Also when I continue to create a sphere the sphere has blue artifacts on the sides, how can I change that?
Glad you liked it. Can you join the discord server, link in description, and I can help you there directly.
The blue skyline is because the atmosphere planet radius is too big compared to your Planet Sphere and also the camera needs to be looking from outside the atmosphere.
Issues with the artifacts will be resolved via skyatmosphere and directional light. We will get there once you resolve the first issue.
Did you fixed? i have a blue skyline too using ue 5.3
Please join discord so we can help you.
This is a great tutorial! I'm having an issue. When I add the Star System, my Sky Atmosphere disappears and can't be seen in the scene. When I hide the Star System sphere the Sky Atmosphere is visible again. Any ideas what might be causing this? I bought this scene and your Collapsing Planet on Gumroad, I'm not seeing that issue in either of those scenes, so maybe it's a setting that I missed..??
Hi, sorry just saw your comment. Are you still experiencing this issue?
@@ArghanionsPuzzlebox Hi. I have a similar issue. When I turn on the solar-system-sphere the directional light on the planet-sphere disappears. It looks like the solar-system-sphere is not transparent and is blocking the light. How could I correct it? Thanks!
Can you please join the discord server and show me the issue?
@@ArghanionsPuzzlebox new to UE tut ist awesome ,but i too have the same issue whit my directional light
I fully understand that this video is a couple years old, and it is for UE 4.x. However, I found the concepts and instructions to be very useful and helpful in 5.4, and I was able to follow along pretty well and create my first planet in UE. I do, however, have a couple of minor gripes with the video:
1. You move from concept to concept too fast at times. Thankfully we have the pause button, which allowed me to stop the video when you were moving too fast, and then I could slow down and grasp what you were saying. But you tended to go really fast at times, as if you just wanted to get through the current topic.
2. In the materials editor, you didn't explain how you were able to create a few of those boxes. The ScalarParameter, for example. You never told us what box you were using, and it took me several tries of searching through the available options to get the right one. I get that you already had them in another project you had going, so you just needed to copy/paste. But for those of us who are doing this the first time, an explanation would have been nice.
3. Why did you decide to rotate the texture and not the sphere itself? You stated we were going to rotate the texture, which is all cool and stuff...but why?
All told, I loved the video, and I am going to go through the rest of the stuff you have. Thank you for putting this out there!
Hey man. Glad you found it useful. To be honest, this video was done way back when I wasn't as versed in tutorials as I am now, although I still have much to learn. Thank you for the feedback, really appreciate it.
Rotating the texture is a far easier way to get a planet to rotate without having to use a blueprint to make the mesh rotate or animate it in sequencer. You can then have the planet rotate in real time in the viewport and you are also able to easily change the rotation speed 👍
how are you creating those parameters? I can't see what menu option you are using, you just materialise them, it is very frustrating.
Keep number 1 pressed on the keyboard and left click on the material editor for a 1 point parameter. You can do the same with number 2 3 and 4
Hi man! Thx for this tuto, how can you get the parameter at 35:03 ? The one who is put in the "B - Multiply" ? Thx !
Glad you are finding it useful. So while keeping Number 1 pressed on the keyboard, just left click anywhere in the Material Editor and it will automatically create it. If you keep Number 2 or 3 or 4 pressed, it will create a Color Node with 2 Colors, 3 or 4.
@@ArghanionsPuzzlebox Nice ! It works, thx for the quick reply.
@@HooLi7Gaming Let me know if you find any other issues
@@ArghanionsPuzzlebox Thank you! Had the same issue
@@ArghanionsPuzzlebox Thank you
How did you get your windows 10 to look like that?
It's Windows 11. That's how it looks like.
Extremely helpful video! I did everything the same as in the video but was unable to get the planet to cast a shadow on the cube (the part about 18 minutes into the video). I checked off "far shadows" in the sphere's settings like some of the comments mentioned, but I didn't have any luck. Did anyone else experience this and know how to fix it?
Just solved this actually. I went into the detail tab for the directional light and searched "cast ray traced shadow" and changed it to "enable" from "use project settings" in case anyone else needs this.
I'm glad you found a solution 😁
I got the same problem with Nu-Being at the beginning that the sphere doesn't cast any shadow on the cube, Does that mean there's something wrong with my basic setting? I'm using UE5. Anyway It's a great video!
Generally it's just a problem of scale. Can you try with a Sphere and Cube from UE at a scale of 1 and see if the problem persists?
If anyone is struggling with the stars not shining through check the "two sided" button on the material details. (Im using UE5.3)
Cheers for the comment.
I cant seem to create a Sphere with the same resolution/latitude slices as in the video,
I'm using UE5.02. The drop down menu isnt the same. Is there a way around this? thanks in advance
You can generate a simple uv sphere in blender and subdivide if a few times. Import that in unreal engine.
in the modeling tool while you have the sphere tool selected, change your subdivision type to Lat Long
Cant you just combine all your placed rocks into a single mesh and then move it with better performance?
Sure. The idea here is that this allows procedurally creation of different asteroid fields.
Hello! Great tutorial, but when using Pathtracing we're having trouble getting the planet to work right. The atmosphere does not show up by default, and the planet looks okay. When you select "Reference Atmosphere" in the post process volume, you can no longer see the sphere/planet. Any workaround for the Pathtracers among us? Thank you!
Hi
Thank you for watching my tutorial. Unfortunately I never tested these in Pathtracing so not sure why it wouldn't work but I will have a look.
@@ArghanionsPuzzlebox really appreciate that! We have a spaceship with mirrors and glass so we have to use Pathtracing for realistic reflections. Everything else in the tutorial totally translates for us though! Thank you for following up!
So basically the only thing that I found which could help here is to use a post process volume and enable by ticking both boxes for Reference Atmosphere.
@@ArghanionsPuzzlebox we tried this, but when we hit Reference Atmosphere we can no longer see the planet surface. Are you not having that issue? Tried toying with the atmosphere settings as well, to no avail.
I would suggest using a custom atmosphere, like maybe a fresnel effect that is completely masked in te opposite direction of the directional light. I also did a fake atmosphere with a Niagara Particle a while back. Not sure if this would be acceptable for your application, though. Link: ua-cam.com/video/GJBZFqAvZv4/v-deo.html
Does one need to buy your project to get / copy the blueprint code you have for hte textures? You say you are copying it from your project and obviously starting from scratch I don't have that - hard to build it from scratch if you are copying the code from somewhere else!
Hi. Sorry that there is a misunderstanding within the tutorial.
The setup for what I copied is very simple. All you need is to search for the Node "Flatten Normal", "One Minus X" and add a constant value by keeping Number 1 on the keyboard pressed and Left Clicking anywhere in your material editor. That will add a constant, and you can Right Click > Convert to Parameter.
Link all of those nodes together like I have, and then add your Normal Map Texture and connect it. I show how you can generate a Normal Map out of any texture using Photoshop.
Please consider joining the Discord Server for direct help from me and the community (link in the description)
Thanks so much
Can I purchase your project and open in Unreal for Mac?
Yeah for sure
I'm trying to follow along this tutorial but I've triple checked that my sphere size is the same as yours (50 radius on creation, amplified by 1000 after we talk about shadows) and both my atmosphere radius and atmosphere heights don't even come close to matching what yours do. I have to put it at .2 to even get it looking close to similar, What could I be doing wrong?
Hi. Is this in Unreal Engine 5 full version or UE4? The reason why I am asking is because maybe the sphere initial size has changed in the engine so that means that most default values that I used would have now changed. Not really an easy solution for that, apart from maybe creating a sphere in Blender and keeping it at the original scale, bringing it in UE and that should then match with the atmosphere.
@@ArghanionsPuzzlebox I discovered that at one point in the video you actually increased the scale up to 10,000 when you verbally said 1,000, this fixed the issue. This video was an excellent project however and I thank you greatly for the time and effort it must have taken to put together.
Thank you! Sorry I did not realise that there was a discrepancy there. Glad you found the solution to it.
what button are you clicking to make parameter
Keep the letter S pressed while left clicking anywhere in the graph.
awesome thank you@@ArghanionsPuzzlebox
34:58 how you have make the 0 ? With what shortcuts?
Keep number 1 on the keyboard pressed and left click anywhere in the material editor.
@@ArghanionsPuzzlebox thank you bro !😁
My star system does not show the material on its inside, only on the outside when I zoom out. And it doesn't block the sun from my planet. Is there an option I am missing for the static mesh?
Please make sure the material is set to Two Sided for the Star Material. The sun will be blocked once you do this so you will need to have that Skyluminance node added in.
@@ArghanionsPuzzlebox I knew it was something simple like that. Thank you for the quick response! And thank you for the tutorial, its been a great time so far!
Cheers
If the shadow won’t show on the cube I managed to fix it. I use a mac and the shadow wasn’t showing until i tried my last ditch effort. I ticked all the boxes under lighting on the sphere and the shadow showed. Then I just unicked the ones that weren’t originally ticked and voila the shadow still showed. It’s a bit of a weird fix and a mystery but it fixed it for me!
Glad you sorted it. No idea how to fix mac issues unfortunately 😁
@@ArghanionsPuzzlebox with mac you kinda have to throw everything you’ve got at it to force it into working!
why iam getting sky atmosphere
its not black
Not sure what you mean. Can you join discord so I can help?
my shape settings are different i dont have sphere a or b its just sphere and the options are different from yours
Things have changed a bit in UE with new updates so it might be slightly different. Can you create a UV Sphere in Blender and import it into UE? It will work the same way, just make sure you subdivide it a few times for more poly resolution. Also join the discord server, link in description, and I can help you there directly.
@@ArghanionsPuzzlebox i got it down you have to change the shape settings to long box i think it was called then change the slices to 128 like in your video
I'm getting a lot of what looks like motion blur on my planet as it's moving. Editing blur on post process volume doesn't help and fps is running at 60. Any ideas on how to fix this?
Do you get this when exporting an animation or in real time viewport?
@@ArghanionsPuzzlebox I get it in real-time viewport as well as when exporting using video sequencer and camera.
Can you change settings in your post process volume that is affecting motion blur?
@@ArghanionsPuzzlebox It's turned off in the post process volume. Changing the settings also doesn't fix it. Is there another place it might be getting generated from? It doesn't affect the asteroids and I tested making the planet super small to see if scale was affecting it but it is not.
I stuck on node system where you give rotation to planet. Because it was copied from another project, I didn't know How can I make that node system in my project. Can you please help me ?
At what minute, sorry?
@@ArghanionsPuzzlebox 31:12 here. Can you please tell me where is "Append" node present (one the node which copied) Or let me know if there any tutorial available of that last project from where you copied the nodes and bring in this project.
Right click in your material editor and search for Append then select "AppendVector" - it has been renamed in UE 5.1 to this, it was known as Append before.
@@ArghanionsPuzzlebox thanks for help, I just completed this video. There are few changes in this version but somehow I did it.
Brilliant. I'll probably release a remaster on the future
when i make the planet rotate the texture gets stretched for some reason
You rotate via material or mesh?
@@ArghanionsPuzzlebox material just like how you did in the video
That should not happen if the Planet Mesh is the one that I used in the tutorial and if the TexCoord is left to default values. The only stretching that can happen is if those settings are tampered with. Can you join Discord and send me a screenshot? Link in the description.
I'm having an issue with my shadows looking low resolution, At around 17:00.
I reduced Atmosphere Height to 1 and that seem to help. I had the Atmosphere Height at 10 Previously
Hi. You got to play with shadow quality in the directional light and atmosphere.
Im stuck on the atmosphere/shadows correction, straight up doesnt work for me D:
Which minute is that? Sorry for the late reply.
@@ArghanionsPuzzlebox Minute 16
My directional light dissapears when i made the star system, any clue why that happens? its still there if i remove star system
Did you add the node for the skyatmospherelightdisk luminance?
@@ArghanionsPuzzlebox yea i added that, i watched maybe 3-4 times now if anything is wrong, but rly cant find the reason :( mines called SkyAtmosphereLightDiskLuminance[0]
I have seen this happening before and I'm not sure why. It starts to work sometimes on its own. I will have a look in the project later when I get at home and come up with a solution.
@@ArghanionsPuzzlebox oh i forgot index 1 on the SkyAtmosphereLightDiskLuminance[0]
@@mjj3074 Did you solve it? I have the same issue but didn't work in my case.
Did something change in the newest update of UE5 dealing with the shadows because my sphere doesn't cast any on the cube no matter what size I make either of them!
Not that I know of. Have you tried toying with a scale of 1 on the sphere and cube and increase from there?
@@ArghanionsPuzzlebox Yes. I kept at it for about an hour and then just decided to buy yours and reverse engineer it. Great video though!
Thank you for the support! Is it working OK in the project you bought?
@@ArghanionsPuzzlebox So far so good. I purchased a few of your packs together from Artstation. I'm using them for animation purposes though so I plan to up the texture resolution a bit.
Nice!
35:02 , 35:22 Anyone know the shortcut he's using to create the parameters or what what it's called if I search for it?
Edit: Found it! It's the ScalarParameter (shortcut: S + Click).
Glad you found it useful!
How do you make the 0,0 and 1+0 parameters? Do they have a different name
how did you make the material?? the one by connecting nodes.
Not sure what you mean? Are you asking about creating the material itself or the node system?
@@ArghanionsPuzzlebox the nodes you showed when you were making the material, the ones you copied @26:52. you said in the video that you didnt want to make it from scratch. If there is another video showing how to make it please let me know.
The setup for what I copied is very simple. All you need is to search for the Node "Flatten Normal", "One Minus X" and add a constant value by keeping Number 1 on the keyboard pressed and Left Clicking anywhere in your material editor. That will add a constant, and you can Right Click > Convert to Parameter.
Link all of those nodes together like I have, and then add your Normal Map Texture and connect it. I show how you can generate a Normal Map out of any texture using Photoshop.
Please consider joining the Discord Server for direct help from me and the community (link in the description)
@@ArghanionsPuzzlebox Ok thank you mate..
Hope it goes well
here I do not find sphere type a or b.
add sphere and try changing sub division type to Lat Long
whats the system requirements ? Because big projects makes my pc lag lol
This particular project will work on 8gb of ram and 4gb of vram with an i5 processor
@@ArghanionsPuzzlebox that's fine then since I have enough ram. Only thing I lack is a cpu since I have integrated graphics card but I should be alright. I'll be buying this now
Please make sure you deactivate lumen as in space it doesn't make much of a difference
Damn this is the quietest video on all of UA-cam.
Hey man. Really. Sorry about that. I've completely overhauled my sound edit in all my most recent videos. Really sorry about it.
anybody has any idea why my sun is just a flat disc?...
I found that the sun was blocked even with two sided mesh and the luminance node, im not an expert but i changed the default 0 to 1 and now the sun passes through the material.
I think on done cases that value needs changing. Good thing you worked it out 👍
Hi where was this default setting you changed? thanks
Anyone else have trouble with the edge of the planet going all jaggy when they fly their camera into the atmosphere and point the camera at the sun?
You need to play with the bloom scale and intensity of the directional light