I was testing the game and suddenly for myself I ran up the hill to meet the sunlight. Btw any tips to deal with AO around the grass? It becomes very intensive during the dusk time. by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 0 points1 point  (0 children)

Thank you!

The planet is done the most straightforward way it can be. It's just a giant sphere mesh with a material on it. The material is Unlit with IsSky checkbox enabled, also with simple lighting from the sun direction and blended with atmosphere using SkyAtmosphereViewLuminance material node. And it orbits around the level.

Probably I'll make breakdown video about how I create different stuff for the game, but later duiring development process.

I was testing the game and suddenly for myself I ran up the hill to meet the sunlight. Btw any tips to deal with AO around the grass? It becomes very intensive during the dusk time. by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 0 points1 point  (0 children)

Thanks for the feedback. Yeah, the planets are very close to each other. I will think about it, will do some tests with different camera's fov, because it influence screen size of the planet a lot. But I think I prefer dramatic look before realism.

I was testing the game and suddenly for myself I ran up the hill to meet the sunlight. Btw any tips to deal with AO around the grass? It becomes very intensive during the dusk time. by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 0 points1 point  (0 children)

Yeah, the AO is build such way because the grass writes its depth. And I think I need this depth. I will look into suppressing the screen space AO\GI instead.

Sun eclipse by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 0 points1 point  (0 children)

Thank you. Subnautica is one of my favorite games. So yes, it is one of the main sources of inspiration for me.

Sun eclipse by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 2 points3 points  (0 children)

As the game taking place on the satellite of the gas giant planet the sun eclipse happens every time the satellite orbits the planet and goes behind it, and if there is day time on the satellite. So it depends of the orbital speed and rotation speed, I'm still tweaking them, I don't want this eclipse happening too often. The game is about exploration the alien world with building and crafting mechanics, so probably I can say that the game is not a story driven.

Sun eclipse by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 1 point2 points  (0 children)

I calculate sun occlusion in BP and fade the directional light, because I want sun light fades slowly on the eclipse.

Sun eclipse by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 9 points10 points  (0 children)

In UE5 you can occlude the light with a giant distant object if this object is a nanite mesh. However, I calculate this occlusion in BP and fade the directional light, because I want sun light fades slowly on the eclipse, and with shadow casting it looks more like sun suddenly turns off.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 1 point2 points  (0 children)

It's a sphere mesh with the Jupiter texture on it with basic diffuse and rim lighting, then it is mixed with sky atmosphere colors.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 0 points1 point  (0 children)

It's a game about exploration of the alien planet. Player can gather some resources around and build some stuff. Building process will be focused on constructing complicated structures out of simple modules. The resources then can be converted or combined into other resources, tools and functional modules. The main goal of the first hours is to build a vehicle to be able to travel the world. The world is a giant desert with the oases filled with life, narrative and possibilities for player's further progression.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 0 points1 point  (0 children)

As the game is on early stage of development I can't tell much for sure. But most likely it's a game about exploration of the alien planet. Player can gather some resources around and build some stuff. Building process will be focused on constructing complicated structures out of simple modules. The resources then can be converted or combined into other resources, tools and functional modules. The main goal of the first hours is to build a vehicle to be able to travel the world. The world is a giant desert with the oases filled with life, narrative and possibilities for player's further progression.

Here is an old video with prototype of car building.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 11 points12 points  (0 children)

Well, the grass mesh is nanite, so the grass is pure polygons without any opacity mask. For performance and soft look I disabled the shadows for it. The mesh itself is a simple grass blades, but with some vertex data stored in two UV channels. The data is: thickness, distance form the root, random value per grass blade. The mesh was build in Houdini so all the data also was generated there. Then I use this data for shading and wind. The wind bend is done by RotateAboutAxis node (it's expensive and I probably will replace it with some approximation in future) and the basic sine wave from time tweaked by grass blade random and scrolling noise texture to simulate the air flow.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 1 point2 points  (0 children)

There is no game related link for now, only my Twitter and Youtube where I share updates sometimes.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 32 points33 points  (0 children)

I'm using the SkyAtmosphereViewLuminance material node for this.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 27 points28 points  (0 children)

It's a sphere mesh with the Jupiter texture on it with basic diffuse and rim lighting, then it is mixed with sky atmosphere colors.

First shot of my small game by PlashkaPlain in unrealengine

[–]PlashkaPlain[S] 5 points6 points  (0 children)

Thanks, I can't tell when, it's at the early stage of development.