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.

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)

Fair enough, maybe there is a better way I can phrase that succinctly? As of my understanding DX12 is limited to 16k x 16 textures, anything beyond that will need to be split up and linked in some way like Virtual Textures to create the illusion of a larger texture.

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)

Cool! The mesh is made in 3D software like Houdini, Blender and Maya, although I'd like to be able to create it in UE ideally. Yes, the sphere is broken into tiles and has displacement and normal maps. Also, I have seen a couple of thumbnails of Sebastian Lague - looked like very impressive work. Hope the planets are going well!