Unreal Engine 5 - Google Maps API & Cesium - Full tutorial PT 1
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- Опубліковано 16 тра 2023
- Bring the world into Unreal Engine using Cesium and google maps.
NEW VIDEO - NO CREDIT CARD OR API NEEDED - CESIUM 2.0 - • Unreal Engine 5 - Goog...
/ I am swallowing the mic and my API is exposed at 5.17, I know this! thanks for pointing out /
You will need to register your epic account at Cesium, get a google maps api from credentials and install the plugin for Cesium using Unreal Engine 5.
Watch, like and subscribe
#googlemaps
#cesium
#unrealengine
Thank you!
Your channel is a gem and your guides are one of the best ones in this area.
The fact that this is even possible is incredible to me. I'm not a game developer, but as someone working in a field, I can really appreciate the work that had to go into making something like that happen. Imagine if you could bring something like ARMA to a real-world place this way! That's just incredible... Thank you so much for the video, you're awesome!
Bro, this! What with Arma 4 coming and the tight modding community who knows....
Would love to see it!
Its to make a game run smooth with live steaming data at the same time, some just rather a good smooth gaming terrain map.
someone working in a field.... you are a farmer?
@@JamesZeroAre you joking or just being dense?
@@C-709 he said he was working in "a" field, so
Unreal ! Thanks for the easy to understand explanation. Will be a great help for Pre-visualisation of location shooting. Will definitely explore. Cheers !
This is cool, would be good to be able to have the engine recognize map detail and compare with megascans, then replace with the most similar megascans asset. Kind of like what Microsoft flight sim does.
What would be good is if we cared about the real world as much as we care about a cool recreation of a pixelized world based on LIDAR scans, megascans and satellite imagery and whatever else.
That seems good.
@@py_a_thon This digital world will be the new history book. How about going back to a place you recall as a child or as it was hundreds of years ago.
@@short-shorts That would indeed be a culturally valuable use of the idea. I am a bit cynical to be fair though.
@@py_a_thon you anyways have a point, just keep in Minde we are 8 billion we can do important and not so important stuff at the same time i believe. Maybe people get into coding or math because of those video game ideas. That would probably be quite beneficial for everyone I think, because those skills are so versatile
@@SynthaticBeats GPT writes better code than I can lol.
Thank you for making this, I'd love a part 2 version that's helpful on what use cases or Cesium-specific things we can do. 👍
Video appeared in my “Recommended,” glad I clicked! Awesome stuff!
Wow! Iam CG Artist in the field pf archviz for more than 10 years now, and this is an awesome tool! Thanks for the video.
This is amazing & mind blowing simply off the hypothetical wonder, congratulations 🙌🏾
Now we just need to throw in a 3d generative AI model to expand upon the buildings and foliage topology.
even better unreal to super impose generated materials /mesh on the buildings
what would be great is for you to learn how to do it manually first
And expand it the entire world🙂
Great and straight to the point tutorial! I started some testing after seeing latest google i/o event but stopped as it seemed there could be charges to my credit card if I surpassed some limit. Since I haven't read yet google documentation about it I decided to postpone this to a later date, but it would be great to have more info on this, a 2nd part for this video would be greatly appreciated for sure!
will be interested too, is it free for real or just a kinda demo ?
@@tagrandmere0782 it's free to an extent, like $200 worth of credit, but even if charged, I think it's only a few bucks?
So far it's free for me, api expires after a while but I just create a new one
@@MrKams1 U accidentally posted your API key at 5:17 and 5:19
UFF , THAT'S JUST PRETTY AMAZING , THE GAMES PRODUCTION A MOVIES IS GONNA BE A HIT IN THE NEXT YEARS, MIXING GOOGLE AND METAHUMANS TOGETHER! DAMN
I loved it. I subscribed. And would love for a tutorial on "how" on part two. coz I loved your process of explaining chronologically (make sense).
wow, thanks for the video. just appeared in my feed. good to hear a familiar accent on youtube. i must look more into this as i'd love to be able to use this to make a deathmatch game featuring me & my nephews using the street & surrounding area where they live as a map. though i'm working on a game at the minute, so it'll have to wait. just had a quick look at your videos, you've got a new subscriber. keep up the awesome work.
Amazing video! Would love to see a part 2 showing how to export parts of the map if that is possible
Second this !
part ii is live ! ua-cam.com/video/1LliKCxcMIc/v-deo.html
this is incredible! cant wait to see where this leads us!!
Imagine what you could do with this.... A map of the world in UE5 with fantastic detail. Could maybe go into 1st person and walk around the entire world. Microsoft kinda achieved the same thing with using Bing map info for Flight Simulator X, but with this, you could touch it up with a lot of details, use nanite and Lumin to make good lighting. Would look fantastic.
Matched with AI to clean up the weird buildings
@@GregoryEsman and another I.A to apply movement to cars and people.
@ГЕНИЙ ОРТОДОКСАЛЬНОГО ТРАНСГУМАНИЗМА They said the same thing when they first founded/created google earth. Said that it would never be possible due to ram requirements yet look where we are now lol. This type of idea is more than plausible with today's technology, just depends on who wants to take on the project and if they have the time and dedication to complete it.
@ГЕНИЙ ОРТОДОКСАЛЬНОГО ТРАНСГУМАНИЗМА You can stream the world like they do in MSFS2020. Local + cloud hybrid is the best.
@ГЕНИЙ ОРТОДОКСАЛЬНОГО ТРАНСГУМАНИЗМА Have you done anything large scale inside unreal engine 5.2? It is absolutely possible with todays tech.
One of the key features of Unreal Engine 5 is the Nanite technology, which allows for incredibly detailed geometry in real-time. This technology enables you to create high-resolution models and textures without worrying about performance limitations.
Culling and Occlusion: Use occlusion culling techniques to prevent rendering objects that are not currently visible to the camera. This can significantly improve performance by reducing the number of objects that need to be rendered. Unreal Engine offers occlusion culling features, such as Hierarchical Level of Detail (HLOD) and occlusion queries, which help optimize rendering.
Static and Dynamic Batching: Grouping static objects and combining them into a single draw call can improve rendering performance. Unreal Engine supports static batching, where static meshes with the same material and properties are merged into a single draw call. Dynamic batching is also available for certain types of objects that have similar properties and can be combined.
Lightmap Optimization: Unreal Engine utilizes lightmaps to simulate realistic lighting in static scenes. Optimizing lightmap resolution and quality settings can improve performance while maintaining visual fidelity. Proper UV unwrapping and packing of lightmap UVs on static meshes can also help reduce memory consumption and improve rendering efficiency.
Efficient Material Usage: Complex materials with multiple shader instructions can impact performance. Use material instancing and parameterization techniques to reduce the number of unique materials. Minimize the use of expensive material features and effects that are not necessary for every object
Keep in mind this is something would absolutely without a doubt only run well on PC's with more than average hardware.
This is all coming from a Lead Programmer/Engineer who has worked for various studios that develop open world games. I understand many will say it is not plausible but I promise with today's technology it could be done. Like I said before though, It would simply never happen in my opinion. No sponsors would ever fund a game that involves every country due to political reasons. Which means nobody would be able to pay the company that is developing said game until release which would not workout for a game this size. It would need a massive amount of funding and a large amount of resources within all departments.
Great tutorial. Due to the low fidelity and resolution in close up shots, it has no good practical use at the street level unless you take shots from 800 meters away (AT LEAST), but this is definitely the start of some great tech. It can also be used to zoom to a location to use it as a template to then come in and block out and make photorealistic with other assets. Thanks for sharing good sir!
That's what I'm thinking we're heading to. Generative AI can take these blurry images and match them to real images of the same location to select the right assets and enhance the area.
@@danielmethner6847 That would be next level, could actually be done as a plugin..
Amazing stuff!!! Would love to see part 2
Thanks! Very comprehensive and step by step intro! =)
Incredible video man, glad to see it showing up in my recommended
I plan on using this as foundation for an open world map based on a city. I know theres a ton of stuff that needs to be done to it, but its nice to have an accurate terrain and scale. I plan on personally doing the texures, foliage, materials and making the models, its just nice to have a starting point.
I totally expect that you've made no progress on this..
@@Conorscorner I don't have as much free time to do it. The problem with it is the tiles don't stay place. When ever you view it from a different angle, what ever was being rendered is cut out. I've read into it and I believe you can down load the data so it loads faster, but I don't have too much available information on keeping the map static so I can modify our build on it.
Excellent tutorial. I had no idea this was even possible. Thank you.
Check put the updated tutorial, much easier no api needed !!
Legend you are. Thank you sir for the beautiful quick tutorial
This is a great tutorial - I could finally make the racing game based on my home town now! 😁🏎🏎🏎
Thanks so much for sharing this! Cheers from Miami!
Hi @Kams1 This is what I did with your great tut! Thanks again ua-cam.com/video/spKW0M9Oxcg/v-deo.html
Very good, very informative and lots of helpful info thank you
Stunning!! Thank You 🏆!
This is black magic bro. And thanks for this amazing tutorial
Hi. Thanks for the tutorial. Is there any way to freeze the buffer? So that the loaded part of the terrain never loses geometry again
Now all we need is a A.I. that understands via computer vision what's vegetation, terrain, buildings, etc etc and choose automatically the closest asset to replace it, maybe cross reference the geo location with street view and generate also street level detailed maps via a assets. Welcome to a truly open world game
a truly open world game will be where you can go to your neighbours house and rob that house in game
At this rate, it's probably a question of mounths only
great tutorial! please continue this series. I really want to know how you twick fog, light ect. Is that possible to use Ultra Dynamic Sky and Wather with this Cessium? I wonder if Cessium Sky is necessary to use.
In understand that I have to give my card data but they do not change. Cessium charge somewhere? is it somewhere paid?
Open world gaming became much more realistic.
I’d imagine you could make a post-apocalyptic setting by saving the project-file separately and start tweaking the buildings and trees/foliage.
Awesome tutorials!
Awesome video, thanks so much, subscribed
Did anyone play that game from like 2000 where you are looking at google maps and zombies would spawn and you could fight off zombies in your own neighborhood? It was like a top down 2D game. Imagine that game now-a-days with this technology. Would be pretty sweet!
Awesome tutorial, thanks!
Firstly, awesome channel! Secondly, do you know if we can just use section of the world? Thirdly, do you do you know can take two separate parts world and splice them together to create our own little world/hight-map?
Absolutely loved this!
Thank you for this interesting video!
Did you adjust settings in Cesium 3d tileset and or use warm up frames in render que getting a lot of cool popping
Coming out of Unreal 5 engine is the best thing to happen to gaming industry since probably ever.
Good stuff! Keep it up, bud!
Nice tutorial, wish I had this when first testing it out. I've been trying to figure out best settings or a way to cache in the buildings to avoid LOD pop when moving around.
any luck with the LOD popping? Can't we "just" preload a certain area, to avoid the loading in and out?
Any success?
Great video, thanks. Do you have to watermark or pay to use this in any paid projects?
Hi all, many thanks for watching - PT 2 is here - ua-cam.com/video/1LliKCxcMIc/v-deo.html
Shows how to - Import character and walk, crop, add water, materials, cinematics, day to night cycle, 3d scan, boats, trees, lighting, and more inside 20 minutes ! please like and sub!
Love it. Great video.
Great work !!
This post is invaluable. Thanlk yuoı.. Got +1 Subscriber.
Great video! What's the simplest API restriction worth setting up?
Can we cut off the mesh of an area and make it normal static mesh. Cuz I don't need the whole Earth and internet connection if I want to use it in a game scene.
Can't wait for part 2
thanks for the tutorial! :D
Thx so much for showing this, really useful, wondering, made an entire project and added cameras etc but when I open it now it doesn't load the cecium stuff, is there a way to save this kind of project and open it successfully every time without having to rebuild it? think it has to do with the API stuff but not sure?
Amazing thanks for sharing this!!
Great Tutorial, Thanks for Sharing. Is it possible to access Streets, like add 3d elements to the streets?
Great stuff!! Let's create a multiplayer first person shooter with my neighbourhood as the map, or do some hardcore racing in my city!!! Hahaha... would be awesome!
WTF... this is super interesting. I know how I'm going to spend my learning time! Thanks :)
Thank you so much!
Wow !!! Thanks for sharing Bro !!
Very useful sir, thank you
awesome video, thanks
Amazing, thank you for the tutorial! Can you actually add own models/buildings to it?
can you then export a handful of tiles? or do you need the plugin to always be loading?
Amazing. Thank you for making this tutorial. My mind is blown almost daily from learning all the new things Unreal can do. One question- do you know if there’s a way to export the geometry/materials as an FBX into a different 3D software?
I don't believe so, at least not here, there are some Blender tutorials on how to get Google Maps models/materials though.
Unity did this first
Incredible!
Just to inform you, your google api is on screen without being blocked.
as soon as I plug in my API, i get error 403. code, please help
Yes need a part 2
And what if the user wants to have only the surface of terrain for earth google maps, and not the cities nor the lights during night vision. Is this doable or is depending on the tiles provided from Google maps app?
Great! Thanks :)
ooch', that's going far.
just remembering that Matrox3D card adds, 1st public video card with 3D capabilities about years ~1995
Is this an actual 3D city you can walk around on streets etc? Like the city sample?
4:00 that's exactly where I was stuck!...continuing to watch and hope you found a solution for why nothing loads for a shipped build.....
can you edit buildings? Like for example add a building in a certain location and alter the ground and add trees and stuff like that
Just wow!
im concerned as to what kind of uses would this be for? like could it be used for a game?
can u extract map data to a seperate file to use it offline? so to not need to use the api the whole time?
Hi, I'm curious what's the benefit of using the source as URL versus cesium Ion?
Amazing!!! What's the spec of your PC?
This is crazy!!😮
this would be great for low budget production
Great tutorial. Most everything is working, but for some reason all of the cesium content (buildings and terrain) appear dithered on screen. I started following your template in a new blank level in a file created from one of the VR Templates in 5.1. Any idea what settings I need to adjust? Also, the Cesium Sun/Sky doesnt work in this file.
hi i don't recommend to use the VR template as many render settings will differ for a blank lumen project which is what I used. You can also use a normal directional light from my tests
please more tutorials about this!!
can we use this in commercial projects ?
especially for the data that come from google
so can you clarify the issue you had with getting the tiling not to mess up with cinematics? this is exactly what I want it for, not a game...
to use no credit card, see the new video in the description above - NEW VIDEO - NO CREDIT CARD OR API NEEDED - CESIUM 2.0
Can you do this without the buildings ? Like just an empty environment of a specific location ?
Can you please do a more detailed tutorial on deep can you go into the city? I mean, can you be at the street level and add your own 3D character or green screen actors walking down the street? If this is possible, no need to shoot exteriors anymore, not even b-roll……I’m very exited if this is possible……thanks for the video though!
it is possible but it doesnt look good at all
The buildings only look good from a distance with fog and shaders
Theoretically, but you will want to replace the geometry using Cesium Cartographic Polygon, which means you'll need a higher detailed models/assets to replace everything closeup. This is where photogrammetry can come in handy. I added a post-process that also sharpens things, which helped bring in more detail.
It is just basically Google Maps data... isn't really all that detailed if you get close.
I've always dreamed of someone making a public transportation vs racing game and with it, that dream is still unrealized because i can't program worth a damn. But I can see how someone could possibly now make a Forza style game and pit it against public transportation with simulated heavy traffic on the high way and it can be realistic.
Just because you work from home doesn't mean you can't experience the perils of a two hour long commute time into work.
Are the meshes recognised as nanite meshes? Also, is there a way to fix the LOD so that for any zoom we do not see any LOD change?
Not nanite, there are settings to adjust LOD transition. There may be ways to cache things too.
Your whole api key was visible when hovering over it @ 5:18 i would advise you to generate a new one! Ty for the video!
This is great! Do you have to import the whole world or can you choose a city only and then export a 3D version of that city?
The world would be maaany Terabytes
actually it only import tiles closer to your camera location, and whatever away from ur line of sight gets unloaded
@@Phoenix_VR cheers, do you know if I can export once I'm in an area I want to keep?
@@fablewalls Am not sure actually :S
@@Phoenix_VR cheers, if it's not set up now and then hopefully an update will sort that.
Is there any way to take one of Tiles and export it as FBX to blender and do some optimzation?
I thanks for the tutorial. I'm affraid about the credit card. How much it cost for a project?
a pretty powerfull tool !
Hello brother. I'm new to all of this but loving it. This video is 10 months old. Is this still the best way to bring a real life city into Unreal, or is there a better way now? Subscribed, Be blessed!
Hi thanks for watching !there is another kind in description were u don't need credit card details, pls watch!
Now I want GEO-FS to do just this!
Great tutorial! Thanks a lot.
Is there a way to export 3d data? Would be great as a reference to fill it with quality meshes and textures
This is stunning. But what is the collision like? Can you actually drop a character down and walk around? This is brand new to me so I'm not sure of the limitations
Watch part two ;-)
I hope they update it for 5.2 soon 😮