UE 5 : Ocean Waves : WIP
14:11
Жыл бұрын
Relativistic Effects in UE4 (WIP)
10:54
Accretion Disk : Stellar
8:58
2 жыл бұрын
Accretion Disk : Flying Through
9:34
Stellar Explosion (aka Supernova)
5:42
Volumetric Astro - Jets (WIP)
4:50
3 жыл бұрын
Пікірлер
@Shockwavs
@Shockwavs 29 күн бұрын
this is amazing, and scary at the same time
@zubetto85
@zubetto85 28 күн бұрын
... and probably mysterious, like any secret of nature
@BaguaDesignOffice
@BaguaDesignOffice Ай бұрын
Underrated content !
@zubetto85
@zubetto85 Ай бұрын
Thank you!
@Atlantica-Worlds
@Atlantica-Worlds Ай бұрын
This looks really great! Are you using tessellation? Do the waves work at the equator and at the south pole? Is the ocean a sphere can can be used with large size planets? Is there any stretching at the equator?
@zubetto85
@zubetto85 Ай бұрын
Thank you! I am not using tessellation since this option was not available in the first versions of UE5. Instead, I am using spherical meshes that are generated by special blueprints once during the game. These spherical meshes approximate a spherical surface at different levels of detail, and their visibility is switched during the game depending on the relative position of the camera (a kind of special LOD system). This system is designed for spherical worlds, therefore there is no stretching at the poles and equator. The default configuration of blueprints is suitable for planetary radii of about 1000 km (in the demo you can fly around an Earth-sized planet with R = 6360 km and a Mars-sized planet with R ~= 3000 km).
@Atlantica-Worlds
@Atlantica-Worlds Ай бұрын
@@zubetto85 That's very impressive work you've got there!
@O-Saft0711
@O-Saft0711 Ай бұрын
When you "pull" the rotating control rods downwards, the angle of attack of the blade will increase, which means lift will increase. At 3:50 you show a nice example of cyclic control, but the helicopter is steering to the aft direction, isn't it? (Maybe on purpose idk) Or do I understand something fundamentally wrong? :^) Greets
@zubetto85
@zubetto85 Ай бұрын
In this video I only show the kinematics of the swashplate without considering forces and torques. I would say that at 03:50 the helicopter (or tip-path plane of the main rotor) must be tilted to the right (as viewed from above) due to the gyroscopic effect, namely the blades reach maximum deflection (which is not shown in this video) at a point approximately 90° later in the direction of rotation from the point of the max angle of attack (please see the Gyroscopic Precession chapter here www.faa.gov/sites/faa.gov/files/regulations_policies/handbooks_manuals/aviation/helicopter_flying_handbook/hfh_ch02.pdf ). In my opinion gyroscopic effects are quite counter-intuitive (if you have, say, a bicycle wheel you can try something like this kzbin.info/www/bejne/qqqcgoafi6hlnZI ), so the following analogy (albeit rather inaccurate) may be useful: imagine a rower with a two-bladed paddle that he rotates in a horizontal plane counterclockwise when viewed from above; if he wants to move forward, he must lower the blades into the water from the left side of his boat (in this case, an extra rower is also needed to prevent the boat from spinning, which is similar to the function of a helicopter tail rotor).
@Atlantica-Worlds
@Atlantica-Worlds 2 ай бұрын
Hi Alexander. Are you working on any new UE5 asset projects?
@zubetto85
@zubetto85 2 ай бұрын
Hi Rodney! I'm working on an update to my latest project Ocean Waves (I would like to add physical interaction with the ocean).
@Atlantica-Worlds
@Atlantica-Worlds 2 ай бұрын
​@@zubetto85Nice!
@lankaat
@lankaat 3 ай бұрын
That's awesome!!!! Thanks
@TheNutsNetwork
@TheNutsNetwork 3 ай бұрын
This is amazing
@jJpierre67
@jJpierre67 4 ай бұрын
Wahouu magnifique
@lolaswift111
@lolaswift111 5 ай бұрын
Hi Alexander, I remember you had a portal asset?
@zubetto85
@zubetto85 5 ай бұрын
Hi! Unfortunately no, I didn't have that.
@MisterRedBlueBlur
@MisterRedBlueBlur 6 ай бұрын
This is very informative and hypnotical at the same time.😁 Helicopters are truly wonderful and amazing machines. Thanks for sharing.🙂
@zubetto85
@zubetto85 6 ай бұрын
Thanks for watching and commenting!
@jerryf4806
@jerryf4806 6 ай бұрын
I flew the navy H 3 series for about 14 years and loved the bird….fantastic aircraft, but never had an intimate knowledge of the fully articulated rotor head system…… relied on faith and great sailors for maintenance. Tried not to think about it too much😫😎🧟‍♀️👨‍✈️🍻
@jerryf4806
@jerryf4806 6 ай бұрын
GREAT SHOW INCLUDING THE MUSIC.
@BlueSpawn
@BlueSpawn 7 ай бұрын
Looks fantastic. This is old but did you ever end up finishing it? Seems you are using Volumetric Clouds feature of Unreal and not the Volume asset type that you used for the Accretion Disk. Would be cool if it oculd function similar to how the Accretion Disk works.
@zubetto85
@zubetto85 7 ай бұрын
Thank you! Unfortunately, I did not go further than what is shown in this video. You are correct, this is the Volumetric Cloud component of UE. To render the cyclonic rotation, I used the shader (function) similar to the one used to render the orbital motion in the Accretion Disk material. This approach has a significant impact on performance in the case of volumetric clouds, and also does not provide good ground and side views.
@laura-mariamartinelli66
@laura-mariamartinelli66 7 ай бұрын
straordinario .. fantastico 💞
@zubetto85
@zubetto85 7 ай бұрын
thank you!
@imaginingPhysics
@imaginingPhysics 7 ай бұрын
Nice work! More please! Answers to your questions as I understand things: Q1:"is it correct to use the formula describing aberration of light in a frame relative to which an observer moves with acceleration and emitter is at rest?" A: Yes I think so. Motion is relative. Q2:" Staying in the same frame, is this formula equally valid for distant and nearby emitters?" A: Yes, aberration depends only on angle the light reaches your eye. Q3: " Is it correct to use the same formula in a frame relative to which an observer is at rest and an emitter moves with a constant velocity, or in more general case, in a frame relative to which both emitter and receiver move with constant velocities (first, by going to the emitter frame, using relativistic addition of velocities)?" A: yes, relative motion again. Q:"Assuming that the formula is valid when frames of observer and emitter are inertial frames, it is necessary to solve the problem with the correct occlusion of polygons (at 03:23 and 07:00, due to aberration, some polygons of the clock appear behind the lower grid, despite the fact that the clock always moves parallel to the lower grid)." A: Something funny is happening in 3:23. It does not look correct (have you solved it yet?). How do you make the aberrations in UE? vertex shaders?
@zubetto85
@zubetto85 7 ай бұрын
Thank you very much for your interest and time spent answering questions! Yes, I use vertex shaders (in the UE context this is the World Position Offset material input) to distort objects in the scene, excluding the celestial sphere. Given the object and camera velocities in engine world space, I first go to the object's rest frame and then use the light aberration formula to calculate the world position offset (WPO) for the object's vertices (most likely, in this context, question Q1 does not have an affirmative answer if the object is moving with acceleration). I'm calculating a WPO that doesn't change the distance from a vertex to the camera, but I haven't tried other approaches that might change the distance to the camera to avoid the occlusion issue.
@imaginingPhysics
@imaginingPhysics 7 ай бұрын
@@zubetto85 Great! I should try UE too when I have time. I have done something similar with vertex shaders on Unity. So you are using the aberration formula for the view angles? I used retarded positions. Retarded position changes distances so it is a resembles bit more what is happening with the light rays, I think. They should in principle produce the same result for a first person observer. It's an idea if you want to try something.
@zubetto85
@zubetto85 7 ай бұрын
@@imaginingPhysics Yes, I am using the aberration formula for the view angles. Also in this video, the clock face with hexagonal cells is animated using retarded time, which in this case can be calculated using a simple algebraic expression. Apart from this case, I know the closed-form expression for retarded position in the case of uniform linear motion. And if I understand correctly, then even for non-uniform linear motion there may not be a closed-form expression, not to mention more complex cases. I watched a series of your wonderful videos, they are great works! Do you use some general approach to calculate retarded positions or, if possible, find a closed-form expression for each specific case?
@imaginingPhysics
@imaginingPhysics 7 ай бұрын
@@zubetto85 Thanks! Most my videos are done with raymarchers in space time. By marching back in time one kind of automatically keeps track of the retarded positions. One does need to store the history of moving objects tough. One can also approximate the retarded times by calculating it iteratively. In general there is no exact formula.
@daveblevins3322
@daveblevins3322 8 ай бұрын
I've flown roughly 3'500 hours in the BK 117 models, and it's a great rotor design 👍🇺🇸 The whole aircraft is excellent with the proper engines.
@joemueller4738
@joemueller4738 9 ай бұрын
I can watch this over and over but still have hard time comprehending how it works , the controls changing pitch of each blade while spinning and still connected??
@zubetto85
@zubetto85 9 ай бұрын
please see the Swash Plate Assembly section here www.faa.gov/sites/faa.gov/files/regulations_policies/handbooks_manuals/aviation/helicopter_flying_handbook/hfh_ch04.pdf
@joemueller4738
@joemueller4738 9 ай бұрын
@@zubetto85 thanks for providing me more information
@ronjon7942
@ronjon7942 9 ай бұрын
Oh damn, I’m not sure which was better; this animation or being introduced to the music. Thank you for both.
@Steve-ou8nw
@Steve-ou8nw 9 ай бұрын
Nice video, but what are the little ball things on the rotor blades for?
@zubetto85
@zubetto85 9 ай бұрын
these are vibration absorbers or pendulum absorbers ( aviation.stackexchange.com/questions/87783/what-are-those-ball-shaped-things-on-some-helicopter-blades ) and they have the same working principle as a tuned mass damper ( kzbin.info/www/bejne/nGK4ZYZ3nN5pZsU ).
@paulsotheron710
@paulsotheron710 9 ай бұрын
Amazing technology. The links and pins look very fragile but obviously up to the job.
@bzig4929
@bzig4929 9 ай бұрын
This is awesome. Thanks for posting!
@cainsmith9605
@cainsmith9605 9 ай бұрын
Would you show us a tutotial on how to reproduce this?
@zubetto85
@zubetto85 9 ай бұрын
Such a tutorial would be rather on math subject than UE. Also, there don't seem to be many people interested in this system.
@mikoaipan7351
@mikoaipan7351 9 ай бұрын
SALMO☣️🐙☣️🐙☣️🐙☣️🐙 ORIGINAL
@mikoaipan7351
@mikoaipan7351 9 ай бұрын
SALMO☣️🐙☣️🐙☣️🐙☣️🐙 ORIGINAL
@im-Anarchy
@im-Anarchy 9 ай бұрын
Do you have a Mouth?
@santiagoecheverri5743
@santiagoecheverri5743 9 ай бұрын
Como para que se le dañe cualquier cosita y el mecánico del barrio le diga a uno : “si patrón, eso no es sino cambiar estas chumaceras y quitar esos resortes que no sirven para nada”.
@alexextreme3026
@alexextreme3026 10 ай бұрын
Isso que eu chamo de um profissional raro que sabe o que está fazendo , mas ate os helicopteros o e osprey os nazistas inventaram , tem videos de um modelo parecido com o BELL 47 voando em frente da pousada de ferias de hitler na Suíça mas os nazistas não encontraram função para ele e o helicoptero tipo osprey americano um modelo primitivo uma mulher voou dentro de um estadio na alemanha durante a era do nazismo quase tudo eles inventaram estavam a frente de seu tempo.
@luckycogstudios
@luckycogstudios 10 ай бұрын
It's pretty hard to understand what differences the settings you are changing in this without narration. I think it would be better to demonstrate it if you can talk to us on what is going on :)
@zubetto85
@zubetto85 10 ай бұрын
Thank you for your suggestion! The main problem is that I don't speak English well and have never made a video with verbal comments (even in my native Russian). The good news is that there is the free demo available where you can try out different settings by hand and feel the difference between them.
@SvenTillmanns
@SvenTillmanns 11 ай бұрын
Sehr gute Animation, jetzt verstehe ich wie die Taumelscheibe funktioniert 👍💪
@helicopterovirtual-msfs6254
@helicopterovirtual-msfs6254 11 ай бұрын
Perfeito.
@skauffman74
@skauffman74 11 ай бұрын
Absolutely beautiful animation; thank you for sharing it.
@dagmichael
@dagmichael Жыл бұрын
Hey! I've been looking through your videos - I'm a space-sim enthusiast and astronomy hobbyist, and these showcases of planets with procedural clouds, accretion disks, supernovae, and water physics are breathtaking! What is this project you are working on?
@zubetto85
@zubetto85 Жыл бұрын
Hi! Thank you for your comment and interest in my work! There are actually two separate projects with similar Earth-like planets. This video shows work on the Ocean Waves project, the main goal of which is to visualize the ocean in real time at different scales, from camera positions directly at the surface of the water to views from orbit. I'm currently working on light scattering in the ocean to enable underwater views. Buoyancy and physical interaction with ocean waves is the next step. The other videos show the Accretion Disk project, the main part of which is volumetric shaders for rendering some of the astrophysical objects you mentioned. The video with a similar planet but much simpler ocean rendering shows how these volumetric shaders can be blended with Unreal Engine Sky Atmosphere and Volumetric Clouds, and also the possibilities the Large World Coordinates system of Unreal Engine provides.
@wcottee
@wcottee Жыл бұрын
Very nice!! One suggestion...could you show (maybe in a corner) what the pilot is doing. I.E when showing cyclic input show where the pilot is moving the cyclic.
@quasimodo8215
@quasimodo8215 Жыл бұрын
Hypnotic beauty. Thank you so much!
@swanoflove6833
@swanoflove6833 Жыл бұрын
I have some questions because id like to understand it a bit more; The lower swash plate Ive heard is stationary, though i can see it changing its angle with the main swash plate, is it only stationary in the regards that it doesn't rotate? and if thats so, does it not rotate in order to keep the helicopter rotor only pitching the blades in a certain direction, that way the pitched blades don't travel all the way around the axis and cause you to just wobble instead of actually going in the desired direction? Also, the lower swash plate is the one that's connected to the control rods from cyclic and collective which then changes the angle of the rotating swashplate yes? and ultimately is the reason there are two so that the stationary controls can connect to the rotating rotor system? And I could go seemingly infinitely indepth of helicopter engineering but one more question! how do the engineers overcome all the friction that would happen between the upper and lower swashplate, would that just be oil or something? though at least in this model it doesn't look like there would be any kind of seal from keeping oil leaking out I feel like I'm asking such basic things but for me to truly understand it helps to say what I think it is then have corrections and verification if I got anything right! I am a bit of a slow learner but I really do love understanding how intricately things work!
@zubetto85
@zubetto85 Жыл бұрын
It would be great to hear from a real engineer about this complex mechanism and which parts cause the most design and calculation headaches. From my point of view as an amateur enthusiast, your assumptions/statements seem correct to me. It is quite difficult for me to write more clearly and concisely than here: www.faa.gov/sites/faa.gov/files/regulations_policies/handbooks_manuals/aviation/helicopter_flying_handbook/hfh_ch04.pdf see chapter "Swash Plate Assembly". Just as serious a problem as friction between components is considering the loads on those components. I’m not sure here, but it seems that even without taking into account aerodynamic loads, there are quite a lot of non-obvious factors influencing the operation of the swash plate. For example, if the stationary swash plate is tilted (due to a certain cyclic input), then the rotation axes of the main rotor mast and the rotating swash plate do not coincide, and while the main rotor mast will rotate at a constant angular speed, the rotating swash plate will be forced by the drive links to rotate at a variable angular speed to maintain a constant orientation relative to those drive links (and thus relative to the main rotor mast) in the plane of rotation of the main rotor mast. This variable angular speed implies additional loads and vibrations that depend on the cyclic input.
@jeffrenman4146
@jeffrenman4146 Жыл бұрын
thank you so much for sharing this unique video… I fly a radio -controlled MD 500 which has the virtual identical rotorhead… This video was freaking awesome and the music as well. So I signed up just to say thank you and give you a thumbs up… This had me riveted
@zubetto85
@zubetto85 Жыл бұрын
thank you for such a kind comment!
@Cyberdactyl
@Cyberdactyl Жыл бұрын
No pendulum absorber weight animation?
@zubetto85
@zubetto85 Жыл бұрын
like here: kzbin.info/www/bejne/hqaXaZltqJqFq5o ?
@MadScientist267
@MadScientist267 Жыл бұрын
That music is horrific 🤦‍♂️
@ЕвгенийУстиненко-щ1у
@ЕвгенийУстиненко-щ1у Жыл бұрын
Здравствуйте! Классная анимация, взаимодействия узлов. Возможно ли в интернете найти чертежи подобных узлов?
@zubetto85
@zubetto85 Жыл бұрын
Здравствуйте, спасибо! Сказать 100% да или нет я точно не могу. Предполагаю что вероятнее всего возможно найти чертежи предназначенные для небольших радиоуправляемых моделей.
@ЕвгенийУстиненко-щ1у
@ЕвгенийУстиненко-щ1у Жыл бұрын
@@zubetto85 спасибо за информацию. Вообщем нужно поискать
@charleskutrufis9612
@charleskutrufis9612 Жыл бұрын
Thank You for this video, very informative.
@MiklGrey
@MiklGrey Жыл бұрын
Ахуенно чувак 😮
@iansmith3301
@iansmith3301 Жыл бұрын
Can the galaxy texture be turned off for the black hole?
@zubetto85
@zubetto85 Жыл бұрын
Do you mean the accretion disk or the background? You can use the material without the accretion disk (just gravitational lensing). You can set a different background (cubemap) and change its brightness.
@dimitristripakis7364
@dimitristripakis7364 Жыл бұрын
Holding the rotor stable while rotating the helicopter does not help me to understand. But the quality of this video is amazing.
@lifter1000
@lifter1000 Жыл бұрын
what are the two little bulbs on each blade root ❓
@zubetto85
@zubetto85 Жыл бұрын
these are vibration absorbers or pendulum absorbers ( aviation.stackexchange.com/questions/87783/what-are-those-ball-shaped-things-on-some-helicopter-blades ) and they have the same working principle as a tuned mass damper ( kzbin.info/www/bejne/nGK4ZYZ3nN5pZsU ).
@lifter1000
@lifter1000 Жыл бұрын
@@zubetto85 thanks
@TheStorytella72
@TheStorytella72 Жыл бұрын
what software are u using to create this ?
@zubetto85
@zubetto85 Жыл бұрын
I am using Unreal Engine 5.1 with some shaders and blueprints specially made for this project.
@TheStorytella72
@TheStorytella72 Жыл бұрын
@@zubetto85 they look awesome keep up the good work.
@zubetto85
@zubetto85 Жыл бұрын
@@TheStorytella72 Thank you!
@wiresoftshade
@wiresoftshade Жыл бұрын
Для чего может понадобиться такая проекция?
@zubetto85
@zubetto85 Жыл бұрын
такое отображение (xyz --> uv) может понадобиться если требуется замостить бесшовной текстурой сферическую (или близкую к ней) поверхность
@wiresoftshade
@wiresoftshade Жыл бұрын
@@zubetto85 А как же не равномерная плотность текселя? Там в антарктиде гигантское разрешение, а на северном мало.
@zubetto85
@zubetto85 Жыл бұрын
@@wiresoftshade Если речь идёт о последней части видео, то да, сложно сказать о практической пользе такой проекции в CG (как правило используют равнопрмежуточноую проекцию). Практический смысл в том, чтобы использовать такое же отображение координат, как и в азимутальной эквидистантной проекции, для обычных (бесшовных) текстур.
@wiresoftshade
@wiresoftshade Жыл бұрын
Что это за проект? Никак не могу понять) про что он?
@zubetto85
@zubetto85 Жыл бұрын
основная цель - поверхность океана, которая выглядит естественно с различных расстояний в любом месте планеты (а не только на северном полюсе)
@islandsky_one
@islandsky_one Жыл бұрын
C'est faux... Si tel était le cas , on allait observer l'inclinaison des bouts des hélices vers le haut pendant le vol sous l'effet de la de la gravité... Arrêtez ce mensonge... Parlez nous plutôt du principe de Bernoulli dans la confection réelle des hélices...
@avalanche9026
@avalanche9026 Жыл бұрын
Fkng crazy it was supposed to be about the hub Hellooo ??
@wiresoftshade
@wiresoftshade Жыл бұрын
Похоже это тоже волюмтекстуры?
@zubetto85
@zubetto85 Жыл бұрын
точно!