Create a Space Scene in Unreal Engine 5: The Tutorial You Need to See! - Part 3
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- Опубліковано 7 вер 2024
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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 3 of this tutorial series in which we will learn how to create a Niagara Particle system for generating Asteroids and also how to make the Saturn Ring.
Link to Part 1 - • Create a Space Scene i...
Link to Part 2 - • Create a Space Scene i...
Sketchfab link a the Saturn Link
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For the ring shadow, you could split the mesh up into parts, basically have a different material for the part that you want a shadow on, and change that material to unlit so it receives no lighting, if the shadow part needs any ambient lighting, you could fake it with the emissive. I might try this myself, I followed your previous video on this and have created the asteroid field but haven't done the rings yet.
Thank you for this masterful tutorial Series! I learned so much! I've not felt so "Achieved" after a tutorial, since I first learned Maya. I followed all three parts and made a map that I'm not ashamed to say - I can't stop looking at. I can't thank you enough for that. Liked, Subscribed and following on Artstation.
Really glad this helped you so much. Stay tuned for more content to come! Appreciate the feedback!
Hello! I want to help you for those works with advice! 33:00 minute, when creating a ring, do not subdivide the object, fit the vertices and glue them with the "Marge Vertex" tool, hotkey "M" and then the subdivision modifier. If you need I can send a short video to the discord
You are right. Not sure why in the moment that idea didn't just pop into my head.
Haha i loooove this intro!... haha. sitting here laughing my head off ahha. well said!. Also best hair on you tube!. Love your content man.
Thanks so much!! I put a lot of effort in that hair :) :)
12:54 I did not have 'Torus' as a searchable item; instead I had to add 'Shape Location" and in the drop down 'Shape Primitive' Change to 'Torus'
perhaps they tweaked this in 5.0.3 from the version you were on at the time of this tutorial. I know historically Niagara seems to change the most when the engine gets any upgrades
Yes, they consolidated shapes into this Shape Location input. The Scratchpad took the biggest hit from EA to 5.0.3 for me. I had find most of the new nodes to replace deprecated ones that I used, generally around UV coordinates of meshes loaded into the particle system.
superb
Thank you!
@@ArghanionsPuzzlebox im following you tutorials,and i like them..for me coz i noob and unreal is a hobby, they are perfect,slow clear,no fast building.afourse easiest way would be to buy your colection,but iam afraid i wont be able to make them work properly.:)maybe in near future,now all of this a bit overhelming.keep your superb videos rolling! thanks for reply to!
@tevx9670 thank you for watching! Keep learning, that's what I do 👍
Awesome...
Thanks
Great tutorial as always!
Interestingly enough, the particles in my niagra system drift over time to the point where it looks akin to a hollow sphere or Dyson Swarm. I have yet to figure out why. I'm still playing with the settings.
Interesting. I would say it's to do with velocity and drag.
Drag from what though?
When you add velocity to your particles, you can also add drag to decrease momentum of change the behavior of their movement. Have a look at that.
Would this be a heavy load of the optimization and frame rate of a project? Would look great in my project as a space environment but wondering how it will effect the performance
Performance is OK if you use nanite and not rotating the asteroid blueprint as that consumes a lot of horse power with updating the movement every frame.
Running into issues in 5.1.1 the settings exactly used in the explanation I get a sphere emitter no matter what and the scale of the mesh renderer affects the size of the emitter? It makes no sense I've tried scaling this and that and getting nowhere.
my asteroids do not move in the circle of Saturn, they spin in place, what should I do, I can’t think of anything….
First of all u are doing great, i mean awesome, but for some reason to me unknown i cant make Torus Location in Particle Spawn, i would like to know should i turn ON some of Plugins so i can add it or just i doing it something wrong...
Glad you are finding it useful. Are you doing this in Unreal Engine 5? If so, add a Shape Location in Particle Spawn and you can change that to a Torus
@@ArghanionsPuzzlebox Useful...? Bro i did it almost indentical space like u :) yes i do it in ue 5, i would like to see some tutorial how to make a scene like u did in preview. When i hit the button play comets are moving but when i try to record that all comet (asteroids) are frozen just texture of planet is moving in camera scene and Niagara's Sistem... I am stuck on just looking scene when hit button play but nothing more....
The blueprint asteroids cannot move in playmode as it is an event that works at runtime only. If you would have those moving without hitting play or simulate, the performance wouldn't be great. If you want to record them moving, use sequencer to create a simple animation and they will move while the sequencer exports your render.
@@ArghanionsPuzzlebox Oh right u was talking obout that. Thats the reason i asked u to make some kind of tutorial cuz i am new in this program ( 2 week ) and i am not familiar with any other programs :) first time doing something like this...
I like that your committed to learn. There are better ways of doing these things but we can only find out if we test and try
i made collision on the hirarchial mesh version. Is this also possible on the niagara stuff?
You can get the niagara generated meshes to collide with other objects but I doubt you can get objects to collide with them if you get what i'm saying. Like the particles from the niagara system could collide and be moved by objects but not the other way around. At least I don't know how.
@@ArghanionsPuzzlebox i think you mean e.g projectiles. if projectil collides then destroy the hittet object (niagara), it will destroy the whole niagara.
i had kinda the same problem on the hirarchial meshes. My solution was the Node "Remove Instance" and then you need the "hit hit item" branch (from on component hit event) to get the instanced Index in the "Remove Instance" Node. But idk if that also works on niagara. I stick with the meshes currently but big thanks for your response and the whole tutorial which you did. It realy enhanced my current Space Projekt :D
Hey Man, do u have a course ? if not u should, I ll buy it !
Not done a course for this yet, unfortunately.
What would you want to see in it, any topics you would want specifically covered?
awesome tut again thanks. Learning lots. BTW what is '1e+04' material expression seen in the material graph for saturns ring (linked to fade distance in depth fade)? ua-cam.com/video/r9UVL9LRzjU/v-deo.html
Just a very large number written by Unreal Engine like that so that it can be displayed easily. It's a Scientific Notation so in this particular case 1 (coeficient) e (10 to the power of) + 4 (exponent) which would equal 10000.
Look on google for how this calculation is done.
My Niagara Asteroid belt has just stopped rotating and I can't for the life of me see why. I've checked the settings over and over and everthing seems to be working except the actual rotation. Anyone got any thoughts?
Look at velocity forces and drag. Maybe that's what's stopping it.
@@ArghanionsPuzzlebox - Aha, yep, it had something to do with that. I reset all the velocity functions and it started to work again. Thanks for your help and most excellent tutorials - this is all starting to make sense now! :)
just tick the cast shadow in details:)
At such distances the cast shadow doesn't actually work very well. Any idea how to increase the distance?
@@ArghanionsPuzzlebox maybe tick far shadow?I'm not sure,the problem what I have is niagara doesn't reflect.
@@Monster01D Turns out it's very difficult to make shadows work on top of Translucent materials. Not yet found a way on how to do this. And Niagara Particles do not cast shadows as the system won't allow it, also they don't receive shadows very accurately either.
Very freaky!
Haha yes indeed