Did is the best planetary cloud tutorial I have ever seen! Could you please also create a tutorial about how to create a planet where you you can actually land, like in Star Citizen? 🎉🎉
For anyone trying to eyeball the planet size and Sky Atmosphere ground radius; the ground radius is in km and Unreal units are cm [1 km = 100,000 cm]. So to calculate what to set your atmosphere Ground Radius to, look at your planet's Approx Size, divide it by 2 [because Approx Size is diameter not radius], multiply it by the planet’s scene scale, then divide it by 100,000 to get it into km. So your final equation will look like: Planet’s Approx Size = A Planet’s Scale = S Atmosphere Ground Radius = G [( A / 2 ) * S ] / 100,000 = G A cheat would be to make your planet 200,000 Unreal units across. Then what you put in the planet's scale would be the same as what you put in the atmosphere Ground Radius.
@@ArghanionsPuzzlebox I tried the triplanar mapping but the conservative density only takes in the x float value and I cant get rid of the stretching. A tut on that would be invaluable. :)
It's definitely getting there to become a full time job. At the moment I have a full time job that has nothing to do with the Industry. At some point, I can see myself earning enough out of this to be full time and basically pump out weekly content and assets. The community is very large and very hungry.
@@ArghanionsPuzzlebox Kudos to you, you are a great creator! Having a day job and following your passion in your free time is not easy. It takes enormous amount of time and leaves really little time for recreation. You are made of steel, gentleman.
Can someone help me? When I move my editor camera in Unreal Engine, the SkyAtmosphere from Ultra Dynamic Clouds starts moving with the camera. This makes it very difficult to see how the atmosphere looks around the planet. Every time I move the camera, the atmosphere shifts, and I have to manually reset its location to (0, 0, 0) to see the correct effect. Is there any way to lock the SkyAtmosphere in place or prevent it from following the camera? I’m using Unreal Engine 5.5.
Combining Cosmic Forge (CF) with Ultra Dynamic Sky in this way is a great ideal. It looks great. Thanks for the help. I ran into a problem with the rings of CF which might require me to disable the rings. When I get close to the atmosphere and look at the atmosphere while keeping the rings in view, the rings seem to change color and flicker. Any ideal how to stop this?
Unfortunately I've had the same issue and the only real way for now is to change settings on the ring material to be either before or after DoF or tonemapper. But this has other issues as the rings will then cause issues with the planet.
@@ArghanionsPuzzlebox Got it. Using a "Masked" material instead of a "Translucent" fixes it too, as I am sure you are aware, but the rings become either solid or completely see-through
@impressivetoast9308 yeah. The solid look didn't feel right to me at all at the time. But it can work in certain conditions. You could fake the effect of transparency a bit by having more dark rings within the ring
@@ArghanionsPuzzlebox Deactivating "Apply Fogging" or activating "Compute Fog Per Pixel" on the ring material works perfectly without the artifacts I was seeing. Thanks!
@@ArghanionsPuzzlebox Cool, nice work dude, I saw this the other day. I'll download it and have a look at how you achieved the volumetrics. I actually managed to mask the UDS clouds showing just a patch in the area I need, I've used an animated 2d texture else where. I already have a planet set up which I put a lot of work into which is using the UDS sky atmosphere, there's a setting which moves the sky atmosphere in the main details panel which you need to disable to get it working. I found that deleting the UDS sky atmosphere broke UDS when I reloaded the project.
@@ArghanionsPuzzlebox The volumetric clouds from Unreal do wraparound the world/planet correctly, but this one not. Could you perhaps help me to change the shader of UDS so that the clouds do not stretch at the equator?
Loves the tutorial really helped me a lot! Been wondering if there's any fix on the middle planet clouds that look stretched? Would be amazing to do that! thank you anyways!
Very difficult not to have it glitch with the current Epic Solution. I am working on my own custom Atmosphere Material and that will work to move around.
Thanks for this tutorial, it help to make more real clouds ! .. but i have an issue with Translation. SkyAtmosphere translation change when moving in viewport . Have an idear to solve that ?
Has anyone managed to solve this problem with the Sky atmosphere moving when and to stay at 0? In Unreal Engine 5.4 it is also like this since 5.3 it is like this
@@neritonreis3340 @thedarknights727 The solution is to edit Ultra_Dynamic_Sky. Find the parameter "Keep Planet Top at Camera XY Location" and uncheck it. All works now, the clouds are no more moving ;)
Hi, I tried every setting, but the atmosphere is acting weirdly. For me, the atmosphere is only starting to appear when I'm very close to the planet. But if I move out to a further distance, the atmosphere just disappear. I didn't find any max trace distance settings for it
I have the excact same problem and have never got this issue before. Normal sky atmosphere works fine but switching to UDS causes the same issue as ESPGameTeam's issue. Did you guys solve it?
@@ESPGameTeam Mate, that sounds abominable, but I'll try it now. Before I tried to use just the normal UE Sky Atmosphere and hide the Sky Atmosphere in UDS but still the same issue. Meaning there's something in UDS that's stopping things with a planet. Atm, it doesn't make much sense. I'll let you know. Did you get to talking on Arghanions discord?
The world is "infinite" However, after a certain scale, one bigger than what a dev woukd use for a playable level, certain effects like shadows start to really break down
People with the updated Ultra Dynamic Sky version no longer works in Unreal Engine Version 5.4 because when you reset the atmosphere in Location (X=0.000000,Y=0.000000,Z=-70.000000) you reset everything else when you walk in the view. Location moves together with the X and Y Axis, so the atmosphere moves together and cannot be reset Gente com o Ultra Dynamic Sky versão atualizada não funciona mais na Versão da Unreal Engine 5.4 pois na hora de zera a atmosfera no Location (X=0.000000,Y=0.000000,Z=-70.000000) você zera tudo mais quando você andar no visualização o Location se move junto o Eixo X e Y se move tambem ai a atmosfera se move junto e não da para zera
Hi. I found a fix for this. In the Ultra_Dynamic_Sky Blue print. there's a boolean variable named "Keep Planet Top At Camera XY Location" Make sure this is set to false. The Sky Atmosphere will stop moving.
Have you tried this with Cesium? I can't seem to match the sky with the globe even after I follow this tutorial. Just wondering if you tried it before.
do think a complete newbie to this could make something using this? i have absolutely zero experience. i thinking of picking up the humble bundle to create a background for my audio story i'm working on.
@@ArghanionsPuzzleboxI'm not sure if it's because I haven't watch the video carefully, but I still don't really know how to solve this stretching. I believe I somehow need to edit the parameters in the materials? I'm using ue 5.3
The shader I'm using doesn't have a stretch issue. Now I'm figuring you want to use the uds shader but that will not work. The reason why uds has better looking clouds and more performant is because it's using a texture that only applies to half a sphere and then duplicates on the other half. My shader is covering the whole planet.
@@ArghanionsPuzzlebox I see, with the new V8 UDS I will try to do everything you have done in the Tutorial, and see if there will be any solution in the details panels or in the vopumetric material. Maybe not really solving it but at least improve the visual a bit
@@ArghanionsPuzzlebox UDS. If I move in the Z axis I can get away from the clouds but moving in the x or y axis the clouds follow me. They're all morphing and it looks really cool. Im pretty sure its a feature of UDS that keeps you centred in the cloud sphere no matter how far you go, unless you go up the clouds wont follow. But idk how to turn off this feature.
@@ArghanionsPuzzlebox i can only use these clouds on one planet if i try using it on more than one planet at a time it wont work and will only stay on one of the planets
Yeah, well this is the atmosphere and cloud system that ships with unreal engine. If you want clouds on multiple planets you would need to go down the route of custom vdb clouds and customer atmosphere solutions.
One of the best man in the unreal engine community, Insane tut btw
Wow, thanks!
You are my favorite dream teacher!
Wow, thank you!
This is going to be a game changer. Thanks for the video! How would you use cloud forge with this?
You bet!
It was a great, great, great tutorial. Thank you very much.
Great!
Did is the best planetary cloud tutorial I have ever seen! Could you please also create a tutorial about how to create a planet where you you can actually land, like in Star Citizen? 🎉🎉
Thank you
I definitely would want to in the near future
@@ArghanionsPuzzlebox Expecting on this tutorial!
This is amazing!
Thank you
For anyone trying to eyeball the planet size and Sky Atmosphere ground radius; the ground radius is in km and Unreal units are cm [1 km = 100,000 cm].
So to calculate what to set your atmosphere Ground Radius to, look at your planet's Approx Size, divide it by 2 [because Approx Size is diameter not radius], multiply it by the planet’s scene scale, then divide it by 100,000 to get it into km. So your final equation will look like:
Planet’s Approx Size = A
Planet’s Scale = S
Atmosphere Ground Radius = G
[( A / 2 ) * S ] / 100,000 = G
A cheat would be to make your planet 200,000 Unreal units across. Then what you put in the planet's scale would be the same as what you put in the atmosphere Ground Radius.
Would this tutorial work on small sized spheres like for example an unreal engine basic sphere with a scale of 300 XYZ?
I highly doubt that the atmosphere (which this cloud system is dependant on) would be able to work on that scale... 😕
@@ArghanionsPuzzlebox Pain and sadness but thank you for the clarification!
If you change the texture samples to triplanar ones you can get rid of the stretching.
Hi, your idea sounds rather interesting but I've got to ask, did you try this yourself and it worked?
@@ArghanionsPuzzlebox I tried the triplanar mapping but the conservative density only takes in the x float value and I cant get rid of the stretching. A tut on that would be invaluable. :)
Do you make enough money to live on thanks to Unreal Engine, or do you have another job on the side?
It's definitely getting there to become a full time job.
At the moment I have a full time job that has nothing to do with the Industry.
At some point, I can see myself earning enough out of this to be full time and basically pump out weekly content and assets. The community is very large and very hungry.
@@ArghanionsPuzzlebox Kudos to you, you are a great creator! Having a day job and following your passion in your free time is not easy. It takes enormous amount of time and leaves really little time for recreation. You are made of steel, gentleman.
Can someone help me? When I move my editor camera in Unreal Engine, the SkyAtmosphere from Ultra Dynamic Clouds starts moving with the camera. This makes it very difficult to see how the atmosphere looks around the planet. Every time I move the camera, the atmosphere shifts, and I have to manually reset its location to (0, 0, 0) to see the correct effect. Is there any way to lock the SkyAtmosphere in place or prevent it from following the camera? I’m using Unreal Engine 5.5.
You can turn it off by going to "Sky Atmosphere" in the UDS (Self) and turning off "Keep Planet Top at Camera XY Location"
Combining Cosmic Forge (CF) with Ultra Dynamic Sky in this way is a great ideal. It looks great. Thanks for the help. I ran into a problem with the rings of CF which might require me to disable the rings. When I get close to the atmosphere and look at the atmosphere while keeping the rings in view, the rings seem to change color and flicker. Any ideal how to stop this?
Unfortunately I've had the same issue and the only real way for now is to change settings on the ring material to be either before or after DoF or tonemapper. But this has other issues as the rings will then cause issues with the planet.
@@ArghanionsPuzzlebox Got it. Using a "Masked" material instead of a "Translucent" fixes it too, as I am sure you are aware, but the rings become either solid or completely see-through
@impressivetoast9308 yeah. The solid look didn't feel right to me at all at the time. But it can work in certain conditions. You could fake the effect of transparency a bit by having more dark rings within the ring
@@ArghanionsPuzzlebox Deactivating "Apply Fogging" or activating "Compute Fog Per Pixel" on the ring material works perfectly without the artifacts I was seeing. Thanks!
why are you so good
Haha, thank you!
i hade no idea uds can do clouds like this
Yeah, it's nowhere in the documentation of the Plugin
This is awesome, did you ever figure out how to mask the clouds in UDS? I'm looking into it now but can't figure it out.
Check this tutorial out instead: ua-cam.com/video/VcJxJ8UNhXs/v-deo.html
@@ArghanionsPuzzlebox Cool, nice work dude, I saw this the other day. I'll download it and have a look at how you achieved the volumetrics. I actually managed to mask the UDS clouds showing just a patch in the area I need, I've used an animated 2d texture else where. I already have a planet set up which I put a lot of work into which is using the UDS sky atmosphere, there's a setting which moves the sky atmosphere in the main details panel which you need to disable to get it working. I found that deleting the UDS sky atmosphere broke UDS when I reloaded the project.
@snookofficial7211 glad you found a solution
Thank you!
You're welcome!
Can we walk on them ?
Check this video for a Planet tutorial and download Link to a Planet that is walkable - ua-cam.com/video/VcJxJ8UNhXs/v-deo.html
Thank you very much!!!!
No worries!
@@ArghanionsPuzzlebox The volumetric clouds from Unreal do wraparound the world/planet correctly, but this one not. Could you perhaps help me to change the shader of UDS so that the clouds do not stretch at the equator?
I'm quite sure they don't wrap.
I tested this recently and it distorts quite heavily.
Loves the tutorial really helped me a lot! Been wondering if there's any fix on the middle planet clouds that look stretched? Would be amazing to do that! thank you anyways!
The material shader will need modifications to be a triplanar material. That should fix it.
@@ArghanionsPuzzlebox Beautiful, thanks!
Another question, when I try to move the atmosphere around, it just teleport back to the default position. How can I change the atmo's position?
Very difficult not to have it glitch with the current Epic Solution. I am working on my own custom Atmosphere Material and that will work to move around.
I had a similar issue and just rebuilt the level, try that.
Thanks for this tutorial, it help to make more real clouds ! .. but i have an issue with Translation. SkyAtmosphere translation change when moving in viewport . Have an idear to solve that ?
Same happens to me in UE 5.3
@@thedarknights727 Did you find a solution ?
@@thedarknights727 The solution is to uncheck "Keep Planet Top At Camera XY Location" in Ultra_Dynamic_Sky paramters :)
Has anyone managed to solve this problem with the Sky atmosphere moving when and to stay at 0?
In Unreal Engine 5.4 it is also like this since 5.3 it is like this
@@neritonreis3340
@thedarknights727 The solution is to edit Ultra_Dynamic_Sky. Find the parameter "Keep Planet Top at Camera XY Location" and uncheck it. All works now, the clouds are no more moving ;)
Hi, I tried every setting, but the atmosphere is acting weirdly. For me, the atmosphere is only starting to appear when I'm very close to the planet. But if I move out to a further distance, the atmosphere just disappear. I didn't find any max trace distance settings for it
Can you contact me on Discord about it?
I have the excact same problem and have never got this issue before. Normal sky atmosphere works fine but switching to UDS causes the same issue as ESPGameTeam's issue.
Did you guys solve it?
@@semantics. no, all I.did is basically create a atmosphere material and just use a mesh to add a fake atmosphere
@@ESPGameTeam Mate, that sounds abominable, but I'll try it now.
Before I tried to use just the normal UE Sky Atmosphere and hide the Sky Atmosphere in UDS but still the same issue. Meaning there's something in UDS that's stopping things with a planet. Atm, it doesn't make much sense.
I'll let you know.
Did you get to talking on Arghanions discord?
@ yeah, but we found no solution
When you create a level how large is it generally, are they infinite?. Do you need to set a world setting to have levels to be a certain size?
The world is "infinite"
However, after a certain scale, one bigger than what a dev woukd use for a playable level, certain effects like shadows start to really break down
People with the updated Ultra Dynamic Sky version no longer works in Unreal Engine Version 5.4 because when you reset the atmosphere in Location (X=0.000000,Y=0.000000,Z=-70.000000) you reset everything else when you walk in the view. Location moves together with the X and Y Axis, so the atmosphere moves together and cannot be reset
Gente com o Ultra Dynamic Sky versão atualizada não funciona mais na Versão da Unreal Engine 5.4 pois na hora de zera a atmosfera no Location (X=0.000000,Y=0.000000,Z=-70.000000) você zera tudo mais quando você andar no visualização o Location se move junto o Eixo X e Y se move tambem ai a atmosfera se move junto e não da para zera
Hi. I found a fix for this. In the Ultra_Dynamic_Sky Blue print. there's a boolean variable named "Keep Planet Top At Camera XY Location" Make sure this is set to false. The Sky Atmosphere will stop moving.
@@KatVolts holyyyy i've been stumped on this for days and you helped me fix it THANK YOU SO MUCH
@@KatVolts MVP, my man
ANY possible without dynamicsky in 5.5?? there is a movable cloud update in 5.5...
I believe the new sky in 5.5 still cannot envelop the planet without stretching
My atmos forge can envelop it without a problem
Have you tried this with Cesium? I can't seem to match the sky with the globe even after I follow this tutorial. Just wondering if you tried it before.
Not tried it with Cesium, no. But have a look at this: ua-cam.com/video/VcJxJ8UNhXs/v-deo.html
do think a complete newbie to this could make something using this? i have absolutely zero experience. i thinking of picking up the humble bundle to create a background for my audio story i'm working on.
Yeah why not. The humble bundle comes with video explainers
Have you found the solution for the stretching? Other wise I need to create the clouds buy planting them one by one😢
Take a look at this tutorial: ua-cam.com/video/VcJxJ8UNhXs/v-deo.html
@@ArghanionsPuzzlebox Thank You So Much!!!
@@ArghanionsPuzzleboxI'm not sure if it's because I haven't watch the video carefully, but I still don't really know how to solve this stretching. I believe I somehow need to edit the parameters in the materials? I'm using ue 5.3
The shader I'm using doesn't have a stretch issue. Now I'm figuring you want to use the uds shader but that will not work. The reason why uds has better looking clouds and more performant is because it's using a texture that only applies to half a sphere and then duplicates on the other half. My shader is covering the whole planet.
@@ArghanionsPuzzlebox I see, with the new V8 UDS I will try to do everything you have done in the Tutorial, and see if there will be any solution in the details panels or in the vopumetric material. Maybe not really solving it but at least improve the visual a bit
My clouds keep moving around with me when I move in editor mode. Making it super hard to see whats happening.
That's odd. This is happening with UDS or any volumetric cloud?
@@ArghanionsPuzzlebox UDS. If I move in the Z axis I can get away from the clouds but moving in the x or y axis the clouds follow me. They're all morphing and it looks really cool. Im pretty sure its a feature of UDS that keeps you centred in the cloud sphere no matter how far you go, unless you go up the clouds wont follow. But idk how to turn off this feature.
how do we get multiple clouds?
Can you elaborate some more on that?
@@ArghanionsPuzzlebox i can only use these clouds on one planet if i try using it on more than one planet at a time it wont work and will only stay on one of the planets
Yeah, well this is the atmosphere and cloud system that ships with unreal engine. If you want clouds on multiple planets you would need to go down the route of custom vdb clouds and customer atmosphere solutions.
@@ArghanionsPuzzlebox ahh thanks ill see if theres any tutorials for that if not ill try making it myself
I want to ask if UDS is replicated, because no one knows the answer and the dev didn't say it in the description 😅
I think it is
@@ArghanionsPuzzlebox hope so
Cara na Unreal engine 5.3 não funciona
Guy in Unreal engine 5.3 doesn't work
Should do. What issues are you facing?
@@ArghanionsPuzzlebox It just worked in a different way, inverting the size of the atmosphere, but it worked, thank you dear, you are top
Great!
They are stretched along Z Axis
Yes they are on UDS. My solution, the atmos forge, does not have this problem.
This’ll destroy my pc 😂😂😂
Naaah. You will be just fine!