Пікірлер
@jhonny198393
@jhonny198393 Күн бұрын
hi mate, why no delighted halfling?
@snznz
@snznz Күн бұрын
So we are making use of Priest of Titania, so we actually care about our elf tribal-ness, which is why I opted to drop the halfling to fit more elf dorks
@SaltHuman
@SaltHuman 2 күн бұрын
what in the actual fuck. These sound really good actually lmao
@snznz
@snznz 2 күн бұрын
IKR its nuts
@SaltHuman
@SaltHuman 15 күн бұрын
Wild stuff mate
@famesaro65
@famesaro65 15 күн бұрын
really cool effect thank you, but to expensive in performance 🥲
@snznz
@snznz 2 күн бұрын
Yea, if I was going to do it again I'd probably use some form of raymarching
@SaltHuman
@SaltHuman 23 күн бұрын
How tf??
@snznz
@snznz 23 күн бұрын
Was messing around with different ways to integrate the depth into the wave calculations. Turns out if you base you wavelength on a fraction of the sphere radius, and you lerp that a very small amount with the vertex depth, you end up with this. So something like: wavelength = lerp(radius, depth + 100, .1) * scale. Still trial and erroring other ways to integrate depth into the waves.
@SaltHuman
@SaltHuman 23 күн бұрын
@@snznz Interesting
@capotavola
@capotavola 23 күн бұрын
this is a tutorial ??? you only bla bla bla maby you dont now wath tutorial means
@snznz
@snznz 21 күн бұрын
maby ur right maby i dont now wath it means
@hypercynic
@hypercynic 24 күн бұрын
Damn this is really cool. There's so much incredibly content for Unreal, I love it.
@snznz
@snznz 24 күн бұрын
Yea IKR too much to do too little time!
@leoqi9374
@leoqi9374 26 күн бұрын
can terrain be modified in realtime?
@snznz
@snznz 25 күн бұрын
It's generated at spawn time currently. It is possible to write functions that would modify it at run time, but to get true voxel style editing you would probably want to convert the lowest level chunks into a voxel format using something like dual contouring. It's something I'm interested in doing but probably won't get to for a long time.
@harrisonplowes3395
@harrisonplowes3395 Ай бұрын
hey man, just wanna say that this whole project is amazing, ive recently started tryna make my own procedural planet system after seeing Sebastian Lague's vids on it but couldnt find any other decent info for ue5 implementation until now. love it, thanks for making these!
@snznz
@snznz Ай бұрын
Thanks dude much appreciated 👍
@SaltHuman
@SaltHuman Ай бұрын
Are you using distance fields?
@snznz
@snznz Ай бұрын
Nope, I am using scene depth - scene depth without water nodes
@SaltHuman
@SaltHuman Ай бұрын
@@snznz you might get better directional controls without the depth issues as a bonus if your terrain generates distance fields.
@snznz
@snznz Ай бұрын
Yea, I haven't been able to do it in a way that is performant enough at this point, but I may look into it more eventually.
@SaltHuman
@SaltHuman Ай бұрын
@@snznz if only there was a way to precompute the DF and then mask it out over distance.
@snznz
@snznz 25 күн бұрын
Ended up calculating the depth at mesh construction and encoding it in the vertex color channels, seems to work well
@snznz
@snznz Ай бұрын
BTW since I forgot to mention it in the video, you apply the material to a post process volume and make sure and set it's extent to "unbound"
@vexfanda4023
@vexfanda4023 16 күн бұрын
hey im have problem how to fix im have everyting what in need but still dont working [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(421,9-16): error X3511: forced to unroll loop, but unrolling failed. [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(489,21-85): error X3511: unable to unroll loop, loop does not appear to terminate in a timely manner (477 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(492,39-124): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
@res0_482
@res0_482 Ай бұрын
Don't know where I messed up, but the shader is not working.
@snznz
@snznz Ай бұрын
Yea hard to say, I'd double check that all the variables are named correctly and have values around what is in the video
@JesfNwje
@JesfNwje Ай бұрын
Can I use this for my project by any chance? I'll give credits ofc
@snznz
@snznz Ай бұрын
Yep
@JesfNwje
@JesfNwje Ай бұрын
@@snznz ty, do you have a link from where you started the atmosphere? If not I can find it myself ty
@snznz
@snznz Ай бұрын
@@JesfNwje Not sure what you mean, the custom node code is linked in the description and the video is a guide on how to set it up
@JesfNwje
@JesfNwje Ай бұрын
@@snznz oh ty
@alexanderalikin1210
@alexanderalikin1210 Ай бұрын
Check the contacts on the marketplace, I'll show you the foam mask
@alexanderalikin1210
@alexanderalikin1210 Ай бұрын
I have a Planetary Ocean plugin on the marketplace, you might want to check it out! I do flat calculations for 3 planes, bend WPO and normals and lay on the sphere from all sides. I also have the Michelic function in the shader ported from some Unity repo but it is unused for now (but it works).
@snznz
@snznz Ай бұрын
Sure, I'll take a look! My videos here are a bit behind the stream, I have fbm sphere Gertsner waves working now but haven't done any work on making the shader actually look like water yet... Also been having a difficult time getting distance fields to generate properly for the mesh planet which has been a blocker for things like shoreline foam.
@alexanderalikin1210
@alexanderalikin1210 Ай бұрын
​ @snznz distance field mask is very imprecise at high distances, you can use Depth Behind Water node to create a proper mask (available in Single Layer Water shading model), but that's only pixel shader (you cannot fade off waves based on it). There's DC on the marketplace page, if you join I can show you the mask. My comment keeps being removed by KZbin for some reason
@snznz
@snznz Ай бұрын
Thanks dude that's actually really helpful info, since even if I could get it working, its expensive to build the distance field during mesh gen... I'll check out your discord when I get a chance. I did try just using SLW shader to see if I could just throw it on as is, but it has weird Z axis issues when I wrap it around a sphere.
@subashchandra9557
@subashchandra9557 Ай бұрын
Hey man, I've been trying to port Sebastian's Procedural Planet thing to UE5 for the past week or so, and I finally was able to get it to make a sphere, but It absolutely kills my performance, and even crashes the engine when I'm approaching the resolutions I would need to get my heightmap to be actually make any sense. Can you make a tutorial on setting up a frustrum culled, quad tree loading system with a procedural planet sized sphere and loading a heightmap onto it?
@snznz
@snznz Ай бұрын
Yea his video is very good but did not go into LOD so it really only works for "toy" sized planets where you can get enough detail. I can do an updated planet generation video at some point, but... It is not a simple process and you will need a couple plugins, I use the Realtimemesh plugin to handle mesh generation, so you would want to get familar with generating mesh with it. You may want to start with just 1 flat quadtree. If you can generate 1 flat quadtree, the planet is just 6 quadtrees composing a cube with their points normalized.. Each node should generate its mesh data off the game thread, then submit a delegate to a queue that is processed on the gamethread to generate its actual mesh component. I have a code review video of my initial implementation here kzbin.info/www/bejne/e2nEYoqamdyEjtUsi=0LNAW62TbYjG4UN- but it has changed somewhat.
@gstreetgames2530
@gstreetgames2530 Ай бұрын
You make a lot of good space stuff, though it's hard to follow the very long unedited videos you release, one can learn from a lot of your work. It's a shame there is no structure to it at all. What is your goal? Are you making products for the marketplace, a passion project game, or just killing time entertaining an itch?
@snznz
@snznz Ай бұрын
I just do it for fun. One day Ill finish putting it together into a game. As for the channel, it is pretty much just a stream dump in case I ever want to have the raw footage to edit together. Although I do occasionally put together more targeted videos when I finish something I think is worth one.
@gstreetgames2530
@gstreetgames2530 Ай бұрын
@@snznz Thanks for the reply. Any interest in doing paid/contract work?
@snznz
@snznz Ай бұрын
Potentially, it's tough to break into game dev without a professional background in it
@res0_482
@res0_482 Ай бұрын
How do you plan on implementing an actual star? As I can’t think of any kind of light UE5 provides for light strong enough that travels in all directions
@snznz
@snznz Ай бұрын
Not sure as I haven't done much research on it but I'm sure I'll come up with something
@res0_482
@res0_482 Ай бұрын
@@snznz keep me posted
@coolorphans
@coolorphans Ай бұрын
Bro I'm switching from unity to unreal and I seriously despise bps.
@freddy8762
@freddy8762 Ай бұрын
'promo sm'
@SaltHuman
@SaltHuman Ай бұрын
GPU based iFFT is certain to give you a performant and believable setup
@snznz
@snznz Ай бұрын
Thanks, dude. It's on the radar
@SaltHuman
@SaltHuman 2 ай бұрын
You're a wizard Harry
@res0_482
@res0_482 2 ай бұрын
Amazing!
@snznz
@snznz 2 ай бұрын
Appreciate it dude!
@immortal3164
@immortal3164 2 ай бұрын
How did you achieve that?
@snznz
@snznz 2 ай бұрын
I use fast noise 2 library for my noise formula and RealtimeMeshPlugin to render the chunks, the rest is a massive amount of grinding my face on C++ code to get it working correctly.
@res0_482
@res0_482 2 ай бұрын
what is your end goal with all of this if you don't mind me asking?
@snznz
@snznz 2 ай бұрын
I am building a procedural universe generator with no loading screens/instanced areas. Sort of like a stylized space engine.The planet generation tech is part of it.
@res0_482
@res0_482 2 ай бұрын
@@snznz impressive, good work 👍
@livingjoke4463
@livingjoke4463 2 ай бұрын
What are you trying to do?
@snznz
@snznz 2 ай бұрын
Creating a volumetric procedural cloud layer for spherical planets
@livingjoke4463
@livingjoke4463 2 ай бұрын
@@snznz what did you study, are you phd hder or sth like that
@snznz
@snznz 2 ай бұрын
I have a BS in computer science and I've been a software dev for a long time, but all my game dev stuff is self taught
@_pastras
@_pastras 2 ай бұрын
Do you think there's a way to have the clouds cast shadows down on the planet surface? Opacity mask seems to break the effect badly.
@snznz
@snznz 2 ай бұрын
Maybe, at the time I was only trying to get something that looks good from space so I never bothered. IIRC there was always a trade off. For example you could make it a masked effect with dithered transparency, and then you should be able to get accurate shadows... but you trade off having dithering translucently. Could try playing with the material settings, trying different translucency types, turning off/on raytraced shadows etc. Alternatively, I am currently working on a volumetric raymarched cloud shader which should be dramatically superior to the shader here (can fly through clouds, they are volumetric). That one also has no surface shadows yet, but I will eventually integrate it into my atmosphere shader and try to figure out how to get the cloud shadows integrated into the atmosphere surface lighting. Whenever I have the basic effect done I will probably put out a summary video, then again whenever I figure out shadows for it.
@pjdava
@pjdava 2 ай бұрын
Snuzuns, You're amazing! I hit the like button as soon as I saw it!
@snznz
@snznz 2 ай бұрын
Thanks dude!
@SaltHuman
@SaltHuman 2 ай бұрын
AMAZING!
@snznz
@snznz 2 ай бұрын
Thanks! Next up clouds and oceans, then foliage.
@SaltHuman
@SaltHuman 2 ай бұрын
WOOOOOooooo!!!!!
@Atlantica-Worlds
@Atlantica-Worlds 2 ай бұрын
Great work!
@snznz
@snznz 2 ай бұрын
Thanks my dude
@jamesemory8781
@jamesemory8781 2 ай бұрын
Hey man, if you don't mind me asking - how are you rendering your planet? Is it the standard static mesh render proxy or something else?
@snznz
@snznz 2 ай бұрын
I use the Realtimemesh plugin to render the mesh and I'm generating the mesh data into its expected format. Each quadtree node is responsible for the render state of its chunk. You can find the Realtimemesh GitHub here github.com/TriAxis-Games/RealtimeMeshComponent
@idirbelaid2837
@idirbelaid2837 2 ай бұрын
how did you manage the fog ? on the horizon.
@snznz
@snznz 2 ай бұрын
It's all a part of the converted HLSL function. The original GLSL shadertoy function is here: www.shadertoy.com/view/wlBXWK. I followed the GLSL to HLSL workflow described in the video to convert it for use in Unreal. So basically -> convert syntax, replace hard coded camera/light stuff with unreal equivalents, make all functions standalone (no global constants), update function calls to new signatures, wrap functions in a struct, create struct instance and invoke main image function. Finally, Create wrapping material, add all needed constants/inputs to material, add all needed inputs to custom function, hook everything up.
@idirbelaid2837
@idirbelaid2837 2 ай бұрын
@@snznz i understand, but fog needs scene depth data, and to disable depth testing in the material, did you do any of these in the material graph ?
@snznz
@snznz 2 ай бұрын
​​​​@@idirbelaid2837 Yes, As one of the inputs to the custom function we have to pass in maximum depth, I calculate this as distance(world position, camera position), this seemed to work better than trying to use the non linear depth buffer at the kind of scale we are talking about. This is then used in the multi sampling logic as the maximum ray depth. There is no need to disable depth testing in this because it is a post process effect, so it is basically being rendered on top of the existing scene. However, this does mean we can't use default post process effects like lens flare and bloom. I got around this by implementing a custom post process lens flare effect. Should have some videos on that part out soon.
@mherrj
@mherrj 3 ай бұрын
Show the build you toxic lil goblin.
@snznz
@snznz 2 ай бұрын
Hmm maybe I can do an overview soon. TLDR is, take skyfury and the hard cast only pvp talent, drop the instant lava burst on earth shock most people run and take storekeeper and lightning rod. Then gear crit>versa to 30>mastery>haste
@Hinjima92
@Hinjima92 3 ай бұрын
I haven't played Dragonflight yet. Can you get competitive PvP gear by just doing BG's in Dragonflight? Ele shammy looks fun.
@snznz
@snznz 2 ай бұрын
Yea, you can. Basically each mode will give you some amount of conquest for a win. After the first win it goes down to a smaller amount. So just doing 1 win a day in each mode will get you geared after a bit. There is also always solo shuffle and battleground blitz, which both reward larger amounts than the normal random bgs.
@Hinjima92
@Hinjima92 2 ай бұрын
@@snznz Sounds good. Thank you for replying! Keep pwning:)
@crownbringerzz4296
@crownbringerzz4296 3 ай бұрын
damn good damage dude
@snznz
@snznz 3 ай бұрын
Thanks bro
@THEalfalfa1
@THEalfalfa1 3 ай бұрын
can u share the updated list soon? i like this list
@snznz
@snznz 3 ай бұрын
Sure, the current deck list is: Companion 1 Lurrus of the Dream-Den (IKO) 226 Deck 4 Cacophony Scamp (ONE) 124 4 Nested Shambler (MH2) 95 3 Collateral Damage (JMP) 305 4 Fireblade Charger (ZNR) 139 3 Reckless Charge (MH1) 144 4 Scale Up (MH1) 179 3 Supernatural Stamina (AKR) 126 4 Village Rites (STA) 35 3 Dreadhorde Butcher (WAR) 194 4 Mana Confluence (JOU) 163 4 Blackcleave Cliffs (ONE) 248 4 Blood Crypt (RNA) 245 1 Blooming Marsh (KLR) 280 4 Copperline Gorge (ONE) 249 1 Den of the Bugbear (AFR) 254 3 Claim /// Fame (AKR) 229 4 Callous Sell-Sword (WOE) 221 3 Monstrous Rage (WOE) 142 Sideboard 1 Lurrus of the Dream-Den (IKO) 226 3 Claim the Firstborn (STA) 37 4 Knight of Dusk's Shadow (DMU) 96 1 Weather the Storm (STA) 58 1 Back to Nature (M15) 169 3 Lithomantic Barrage (MOM) 152 1 Gaea's Blessing (DAR) 161 1 Windstorm (KTK) 157
@Raven319s
@Raven319s 3 ай бұрын
Super awesome! Just subbed. I really want to get into planet building like this.
@snznz
@snznz 3 ай бұрын
Nice, you should go for it! I have a video from a bit back that runs through the c++ side of it in more detail. kzbin.info/www/bejne/e2nEYoqamdyEjtU Also made some breakthroughs on temperature maps this week which should get uploaded sometime in the next month or so
@krkprd
@krkprd 3 ай бұрын
I enjoy your videos and learning a lot!
@snznz
@snznz 3 ай бұрын
Thanks dude!
@alamondefield2823
@alamondefield2823 3 ай бұрын
Man, that some wicked awesome noise you got there.
@Hyperons-Game
@Hyperons-Game 3 ай бұрын
really cool looking need something like that for my game :D
@snznz
@snznz 3 ай бұрын
Thanks, it's a WIP but it's starting to come together
@ALLINONE-on9gx
@ALLINONE-on9gx 3 ай бұрын
Real cool project man! what are you going to use it for?
@snznz
@snznz 3 ай бұрын
Eventually I'll be hooking everything up with the sparse voxel octree stuff I wrote a while back and try to make a universe sim, beyond that not sure
@ALLINONE-on9gx
@ALLINONE-on9gx 3 ай бұрын
@@snznz Good luck man
@ALLINONE-on9gx
@ALLINONE-on9gx 4 ай бұрын
Great work man🎉🎉Congrats
@snznz
@snznz 4 ай бұрын
Thank you 🙌
@TeamOneBanggg
@TeamOneBanggg 4 ай бұрын
Incredible work 🎉
@snznz
@snznz 4 ай бұрын
Thanks! This one took a while...
@SaltHuman
@SaltHuman 4 ай бұрын
W day
@snznz
@snznz 4 ай бұрын
Much appreciated!
@mikejin6485
@mikejin6485 4 ай бұрын
What is the use of blue land here? After all, you don't play the x+uu spell anymore.
@snznz
@snznz 4 ай бұрын
Yea it was just left over, I changed em out
@mikejin6485
@mikejin6485 4 ай бұрын
Thanks for your video my friends. Appreciate.
@idirbelaid2837
@idirbelaid2837 4 ай бұрын
where did you find the point cloud bp functions ?
@snznz
@snznz 4 ай бұрын
I made 'em a while back, I mean I had to research the actual various math formulas of course. Then it's a matter of figuring out how to take a given formula, convert it to a blueprint and add some procedural random variance or jitter to it.
@idirbelaid2837
@idirbelaid2837 4 ай бұрын
@@snznz do you mind sharing the docs or resources for point cloud maths ? if any
@snznz
@snznz 4 ай бұрын
@@idirbelaid2837 It was a combination of sources some internet some gpt and some trial and error. But what I can do is make a short video in the next few days that scans through the C++ code, which would probably be the best bet at recreating them.
@idirbelaid2837
@idirbelaid2837 4 ай бұрын
@@snznz that would be fantastic !! if it's not too much trouble !!
@snznz
@snznz 4 ай бұрын
Yep, looks like it has a couple videos in the queue in front of it, should come out 12am on the 14th. (I was gonna make something like this anyway, I usually do when I polish something off)
@SaltHuman
@SaltHuman 4 ай бұрын
👏👏👏👏👏👏👏👏👏👏👏👏👏👏👏
@animetexture7564
@animetexture7564 4 ай бұрын
1:11:02 Namaste
@idirbelaid2837
@idirbelaid2837 5 ай бұрын
what does CMake do ?
@snznz
@snznz 5 ай бұрын
Compiles the fast noise 2 lib for use in the c++ code. I used the plugin ue4cmake to get it to work with UE5.
@idirbelaid2837
@idirbelaid2837 5 ай бұрын
@@snznz oh got it, thanks a lot !!