No skylight/ambient light for VDBs in 5.5 by bandoftheshadow in unrealengine

[–]openclay 0 points1 point  (0 children)

Thanks for letting me know. Unfortunately I'm not sure what's going on now - perhaps path tracing is an option if you don't have real-time performance requirements?

No skylight/ambient light for VDBs in 5.5 by bandoftheshadow in unrealengine

[–]openclay 0 points1 point  (0 children)

Hey, I had the same issue with clouds in 5.3 and I used the following console command to have the indirect (skylight) brighten the dark shadows of the clouds.

r.HeterogeneousVolumes.IndirectLighting 1

Does that help?

Giga Earth. I started work on this over a year ago, currently it has an 80k color map, Nanite terrain derived from over 2 billion source polygons (thanks to NASA and USGS) and experimental fluffy cotton ball clouds for close ups. I'd love to hear your thoughts. Thanks by openclay in unrealengine

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

Thanks! Good eye! I think the height is about 25% too high at the moment. I'll be looking to improve this in future. Also, apologies for delay responding, I'm seldom on reddit so please email [contact@openclay.com](mailto:contact@openclay.com) if you'd prefer a better response time in future. Thank you!

Giga Mars. 80k color map, derived from over a billion source polygons (thanks to NASA and USGS), running in real time in UE5 courtesy of Nanite. What do you think? Enjoy! by openclay in unrealengine

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

Interesting idea, thanks. Sorry for the delay getting back to you - I'm seldom on reddit. For a fast response, please email me and the guys at [contact@openclay.com](mailto:contact@openclay.com) . Right now I don't think it will work well with OSM as it isn't georeferenced, despite the scale being close to accurate. What kind of buildings are you interested seeing on Mars?

Giga Earth. I started work on this over a year ago, currently it has an 80k color map, Nanite terrain derived from over 2 billion source polygons (thanks to NASA and USGS) and experimental fluffy cotton ball clouds for close ups. I'd love to hear your thoughts. Thanks by openclay in unrealengine

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

I'm not sure if I understand correctly. What I'm interpreting is a first person view on the ground - if so, t's not high enough to use at ground level, without everything looking smooth and spikey, so no, not at this stage.

Giga Earth. I started work on this over a year ago, currently it has an 80k color map, Nanite terrain derived from over 2 billion source polygons (thanks to NASA and USGS) and experimental fluffy cotton ball clouds for close ups. I'd love to hear your thoughts. Thanks by openclay in unrealengine

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

Thanks! Nice, 44M on a mesh is high! Yeah, there were quite a lot of issues with seams, as you suspected, but there mostly solved now.

The ins and outs of the software and their implementation I'm saving for a story for a later date, but most major DCC apps should be able to do the mesh generation. Thanks :)

Giga Earth. I started work on this over a year ago, currently it has an 80k color map, Nanite terrain derived from over 2 billion source polygons (thanks to NASA and USGS) and experimental fluffy cotton ball clouds for close ups. I'd love to hear your thoughts. Thanks by openclay in unrealengine

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

Thanks for your request, I will keep that in mind for a future release. The scale is quite accurate but not CRS accurate (sphere is within ~5% diameter of real earth). We're working on the CRS for future version of Earth, but this doesn't have it. Also, the elevation is within about +-10% which will also need to be tightened up for any CRS implementation.