Features: 

  • Built into a blueprint with easy-to-access parameters on the details panel and exposable to cinematics
  • 80/64/32K versions of ground, water mask, and normals. 32K tileable clouds
  • A huge number of errors on source data fixed to create textures unique to this project
  • Automatic day-night cycle with many adjustable settings on the feature-rich custom shaders
  • Multiple cloud layers with independent control. Additional local Z-axis projected layer with working normals
  • Enhanced night looks with procedural city details and glow masks
  • Spinner structure on the level to create perfect orbits around the Earth without needing to move the camera or actors
  • Utilizes UE’s atmosphere system. Optional Niagara aurora, material thunder, chaos normal for ocean

Meshes: 7 (Just simple spheres)

Materials: 10 Masters, 7 Instances, 14 Material Functions

Textures: 39 Regular + 4 VT of 25 UDIM tiles each. Total 139

Texture Resolutions: 16384×16384, 16384×8192 , 8192×8192, 8192×4096, 4096×2048, 2048×2048, 1024×1024, 512×512, 64×64

Disclaimer: The 16K textures exceed the Unreal Marketplace’s guideline maximum size of 8192×8192

Supported Platforms: Windows (No other platforms tested. Nanite and Lumen not required)

Documentation: See the product description above. Linked video sequences included in the project for study. Material graphs with comments.

Important/Additional Notes:

  • Requires Oodle Textures Plugin to be disabled (or limiting the max size of certain textures)
  • Requires Virtual Textures to be enabled
  • Read the full product description above carefully. Understand the limitations and requirements

特征: 

  • 内置于蓝图中,在细节面板上具有易于访问的参数,并可向过场动画显示
  • 80/64/32k版本的地面、水面具和法线。 32k可倾斜云
  • 源数据上的大量错误修复,以创建此项目独有的纹理
  • 在功能丰富的自定义着色器上具有许多可调设置的自动昼夜循环
  • 具有独立控制的多个云层。 具有工作法线的附加局部Z轴投影图层
  • 增强夜间外观与程序城市细节和发光面具
  • 旋转器结构在水平上创造完美的绕地球轨道,而不需要移动相机或演员
  • 利用UE的大气系统。 可选的尼亚加拉极光,物质雷声,混乱正常的海洋

网格:7(只是简单的球体)

材质:10个母版,7个实例,14个材质函数

纹理:39常规+4VT每个25UDIM瓷砖. 总数139

纹理分辨率:16384×16384,16384×8192,8192×8192,8192×4096,4096×2048,2048×2048,1024×1024,512×512,64×64

免责声明:16k纹理超出了虚幻商城的最大大小8192×8192

支持的平台:Windows(没有其他平台测试。 不需要纳米和流明)

文档:请参阅上面的产品说明。 项目中包含的链接视频序列进行研究。 材料图与评论。

重要/附加注意事项:

  • 需要禁用Oodle纹理插件(或限制某些纹理的最大尺寸)
  • 需要启用虚拟纹理
  • 仔细阅读上面的完整产品说明。 了解限制和要求










One Earth to rule them all. A realistic high-fidelity asset with feature rich shaders for orbital scenes and truly cinematic Earth close ups.

Watch: Cinematic Trailer & Features Rundown

Update Nov 2024: Optional Nanite Tesselation enabled ground material included in UE5.5 with depth fade for clouds around mountains (Shown only on the 7th product pic. Not used on video demos). Fixed Aurora V1 to show on 5.5. Oodle Textures enabled by default

Update Dec 2023: New Aurora effect added. Watch Demo

Aurora V2 is practically free to use on good GPU performance wise. V1 still included in the project. On this update some project parameters have also been adjusted for better compatibility

Product Description:

Incredible Earth 80K is a realistic high-fidelity Earth for orbital scenes and cinematic close-ups of the Earth. It’s configured as a blueprint with easy access to customize all the parameters in the details panel. For further and more precise control, the parameters have been exposed to cinematics, giving you a fast single-click approach to keyframing the values.

The shader automation handles the big lifting, such as the day-night cycle in the background. Customizable parameters range from the look and details of the ground, clouds, sunset, and night to adjusting thunder and aurora. While the clouds are texture-based, the shader has multiple individually tileable layers with scale, offset, speed, formation, and noise modifiers to tweak on the blueprint. Create new combinations of clouds or interesting animated changes. Animating the layers with slight differences creates eye-twisting parallax illusions that increase the feeling of depth. Check the Features video for a visual presentation of the main features of the Incredible Earth 80K. Please also view the Cinematic Trailer with a focus on visuals and separate video for the Aurora V2.

Both videos were rendered with MRQ, using 80K with Temporal Sampling. Minor color correction done to Cinematic Trailer outside UE, while similar results could be achieved with UE post-process volume. Some detail is lost on MP4 compression. All sequences used to render these videos are included in the project to show how different settings work together. Few of the product gallery shots have been graded outside UE.

The level is designed with spinners to rotate the Earth, sun, moon, and the universe, not only per actor but also all together in relation to the world zero. Use spinners to create perfect orbits flying around the Earth without moving the camera or the actors. It can be beneficial to have actions happen locally in a small controlled area rather than moving everything around the Earth.

Incredible Earth 80K uses the UE’s own atmosphere system.

The Textures and the Work Done:

On top of creating the custom shaders in Unreal, hundreds of tedious hours were spent on fixing textures, matching, and converting data to develop an Earth asset that isn’t just high resolution on marketing terms but the highest possible usable resolution.

The color, water mask, and normal maps based on height data are from true 80K+ NASA sources. No upscaling was done. The color is a custom composite of multiple Blue Marbles to minimize errors. Some obscured information near the equator on the original data has been recreated. Unfortunately, the color has a directional blur style stretching towards the polar regions, and there’s a limit on how much of it can be fixed. The height source data has an increasing number of scanlines in regions such as northern Siberia and Canada. While pixel peeping the newly created normal map can reveal smoothed scanlines, in actual use, lots of what is left of them disappear into the environment. If you need to focus on a specific area, ask before purchasing.

Clouds’ texture has been rearranged and made tileable. Hundreds, if not thousands, of dead pixels and scanlines were fixed. A separate pole-optimized regular texture was created, and on the shader side, there’s an option to project clouds on poles to avoid texture stretching or compression altogether. 

Night texture from Black Marble is used to create customizable procedural city detail for crisper night scenes. Other assistive textures, from height to different masks, are included.

System Recommendation:

Use “r.Streaming.Poolsize 10000” to work on this project. If not switching between resolutions, 64K should work with 9000, 32K with 4000, and 80K VT with 3000. Therefore, for GPU, at least 3080 with 12GB VRAM just to open the project without other assets. VRAM requirements increase exponentially from that as render resolution is increased. You should have at least 32GB RAM with 250GB of free space on the system drive for memory swapping. Consider CPU in the level of 5900X.

Limitations / Why this asset may not be for you:

  1. The Incredible Earth is not made to scale, nor is the moon or distances between. The atmosphere ground radius is 1080km (About 1:6th of real scale). While the scene spinner structure will help you keep your main actors near 0.0.0, please familiarize yourself with Unreal’s large world coordinates (LWC) to make sure that whatever you are planning, is actually supported by UE.

  2. If you haven’t worked with virtual textures, please understand that the VT tiles may sometimes appear blurry when entering the frame before loading up. That’s just how virtual textures work. If you migrate to a new project, check the VT tile, border, and feedback on the project settings. VT “popping” depends on the speed you move and your scene’s total process heaviness compared to available system resources. Regular 32K/64K versions can be used without such limitations.

  3. This is not an “Earth Zoom Kit”. Regardless of the model’s scale, 80K on texture means that each pixel represents 500×500 meters. While there’s a basic displacement for some control over the flatness. In reality, 80K textures aren’t enough to go on altitudes to appreciate the height differences on the ground. Therefore, the Earth mesh is just a sphere. A detailed Earth model with individual mountains would require something around 256K or 512K textures to go with it.

  4. Perceived resolution depends on both the color and normal detail. In areas where the ground is flat and normal detail is minimal, you may feel less clarity than in areas with height differences. Some areas are better than others due to differences in the source data quality. Single parameter values may produce different visual results at different parts of the Earth.

  5. While many errors on the textures have been fixed, you will still find them. With 3 billion pixels per texture and some of the satellite data lacking information or being corrupted, it would be impossible to produce perfect results.

  6. Some of the textures are 16K. While they exceed the marketplace guideline’s 8K maximum size and are heavier to open on the first time, they help on delivering more resolution and save texture samplers for extra functionality. They also help to simplify the dynamic masking of tileable clouds’ movement.

  7. Opening the levels, the Earth blueprint, or the materials for the first time in a project, may take a long time, depending on the number and size of the textures referred to within the opened asset. If your system runs out of memory, open each texture file one by one first

  8. This project has Oodle Textures plugin disabled on versions 5.1-5.4. If you need it on earlier versions, resize all 16K normal maps and the glow mask first to 8K. Otherwise, Oodle will crash. 5.4 and 5.5 works with Oodle enabled.

  9. TAA and TSR do not produce the same results as seen in the rendered videos. The result may also vary if you plan to use this asset on real-time products.

  10. Aurora and thunder are game-time-based. You may need to preroll on renders to get the desired results.

Features: 

  • Built into a blueprint with easy-to-access parameters on the details panel and exposable to cinematics

  • 80/64/32K versions of ground, water mask, and normals. 32K tileable clouds

  • A huge number of errors on source data fixed to create textures unique to this project

  • Automatic day-night cycle with many adjustable settings on the feature-rich custom shaders

  • Multiple cloud layers with independent control. Additional local Z-axis projected layer with working normals

  • Enhanced night looks with procedural city details and glow masks

  • Spinner structure on the level to create perfect orbits around the Earth without needing to move the camera or actors

  • Utilizes UE’s atmosphere system. Optional Niagara aurora, material thunder, chaos normal for ocean

Important/Additional Notes:

  • Requires Oodle Textures Plugin to be disabled on UE5.1-5.3 (or limiting the max size of certain textures)

  • Requires Virtual Textures to be enabled

  • Read the full product description above carefully. Understand the limitations and requirements

一个地球来统治他们所有人。 一个现实的高保真资产与功能丰富的阴影轨道场景和真正的电影地球特写。

手表: 电影预告片 & 功能简介

更新2024年11月:可选的纳米Tesselation启用地面材料包括在UE5.5与深度褪色的云周围山(仅显示在第7个产品图片。 未在视频演示中使用)。 修正极光V1显示在5.5。 默认情况下启用Oodle纹理

更新2023年12月:新增极光效果。 观看示范

极光V2实际上是免费使用良好的GPU性能明智。 V1仍然包含在项目中。 在这个更新中,一些项目参数也被调整为更好的兼容性

产品说明:

难以置信的地球80k是一个现实的高保真地球轨道场景和电影特写地球。 它配置为蓝图,可轻松访问以自定义详细信息面板中的所有参数。 为了进一步和更精确的控制,参数已经暴露在过场动画中,给你一个快速的单击方法来为值设置关键帧。

着色器自动化处理大型提升,例如后台的昼夜循环。 可定制的参数范围从地面,云,日落和夜晚的外观和细节到调整雷声和极光。 虽然云是基于纹理的,但着色器有多个单独可倾斜的图层,其中包含缩放、偏移、速度、形状和噪声修饰符,可对蓝图进行调整。 创建云或有趣的动画变化的新组合。 以轻微差异为图层设置动画会产生扭曲眼睛的视差幻觉,从而增加深度感。 查看功能视频,了解令人难以置信的地球80k的主要功能。还请查看电影预告片,重点是视觉效果和Aurora V2的单独视频。

这两个视频都是用MRQ渲染的,使用80k和时间采样。 对Ue外部的电影预告片进行了轻微的色彩校正,而UE后处理体积也可以实现类似的结果。 MP4压缩会丢失一些细节。 用于渲染这些视频的所有序列都包含在项目中,以显示不同设置如何协同工作。 很少有产品画廊的照片被分级以外的UE.

该级别的设计与旋转器旋转地球,太阳,月亮和宇宙,不仅每个演员,而且所有在一起与世界零。 使用旋转器创造完美的轨道绕地球飞行,而无需移动相机或演员。 让行动在一个小的受控区域局部发生,而不是在地球周围移动一切,这可能是有益的。

Incredible Earth80k使用UE自己的大气系统。

纹理和完成的工作:

除了在虚幻引擎中创建自定义着色器之外,还花费了数百个繁琐的小时来修复纹理、匹配和转换数据,以开发一个地球资源,它不仅仅是营销术语的高分辨率,而且是尽可能高的可用分辨率。

基于高度数据的颜色,水遮罩和法线贴图来自真实的80K+NASA来源。 没有进行升级。 颜色是多个蓝色弹珠的自定义合成,以尽量减少错误。 原始数据上赤道附近的一些模糊信息已被重新创建。 不幸的是,颜色有一个方向模糊风格延伸到极地区域,并且有多少可以固定的限制。 高度源数据在西伯利亚北部和加拿大等地区的扫描线数量不断增加。 虽然像素窥视新创建的法线贴图可以揭示平滑的扫描线,但在实际使用中,它们剩下的很多东西都会消失在环境中。 如果您需要专注于特定领域,请在购买前询问。

云的纹理已经重新排列并可倾斜。 修复了数百个(如果不是数千个)坏点和扫描线。 创建了一个单独的极点优化的常规纹理,在着色器方面,可以选择在极点上投影云,以完全避免纹理拉伸或压缩。 

黑色大理石的夜间纹理用于为更清晰的夜景创建可定制的程序化城市细节。 其他辅助纹理,从高度到不同的面具,都包括在内。

系统建议:

使用”r.Streaming。Poolsize10000″在这个项目上工作。 如果没有在分辨率之间切换,64K应该与9000一起工作,32k与4000一起工作,80K VT与3000一起工作。 因此,对于GPU,至少3080与12GB VRAM只是为了打开项目没有其他资产。 随着渲染分辨率的提高,VRAM的要求也呈指数级增长. 您应该至少有32gb RAM,系统驱动器上有250gb的可用空间用于内存交换。 考虑5900X级别的CPU。

限制/为什么这个资产不适合你:

  1. 令人难以置信的地球不是按比例制造的,也不是月球或之间的距离。 大气地面半径为1080公里(约为实际比例的1:6)。 虽然场景微调器结构将帮助您将主要actor保持在0.0.0附近,但请熟悉虚幻的大世界坐标(lwc),以确保您计划的任何内容实际上都得到UE的支持。

  2. 如果您没有使用虚拟纹理,请理解VT瓷砖有时可能出现模糊时,进入框架之前加载。 这就是虚拟纹理的工作原理。 如果迁移到新项目,请检查项目设置上的VT磁贴、边框和反馈。 VT”弹出”取决于您移动的速度以及与可用系统资源相比场景的总进程繁重程度。 常规32k/64k版本可以在没有此类限制的情况下使用。

  3. 这不是”地球变焦套件”。 无论模型的比例如何,纹理上的80k意味着每个像素代表500×500米。 虽然有一个基本的位移来控制平面度。 实际上,80K纹理不足以在高度上欣赏地面上的高度差异。 因此,地球网格只是一个球体。 一个详细的地球模型与个别山脉将需要大约256k或512k纹理与它一起去。

  4. 感知分辨率取决于颜色和正常细节。 在地面平坦且正常细节最小的区域,您可能会感到清晰度低于高度差异的区域。 由于源数据质量的差异,某些区域优于其他区域。 单个参数值可能在地球的不同部分产生不同的视觉结果。

  5. 虽然纹理上的许多错误已经修复,但您仍然会发现它们。 由于每个纹理有30亿像素,而且一些卫星数据缺乏信息或被损坏,不可能产生完美的结果。

  6. 一些纹理是16k。虽然它们超过了市场指南的8k最大尺寸,并且在第一次打开时更重,但它们有助于提供更多的分辨率并节省纹理采样器以获得额外的功能。 它们还有助于简化可倾斜云运动的动态掩蔽。

  7. 在项目中首次打开关卡、地球蓝图或材质可能需要很长时间,具体取决于打开的资源中引用的纹理的数量和大小。 如果您的系统内存不足,请先逐个打开每个纹理文件

  8. 这个项目在版本5.1-5.4上禁用了Oodle纹理插件. 如果您在早期版本中需要它,请先将所有16k法线贴图和发光蒙版调整为8k。否则,Oodle将崩溃。 5.4和5.5在启用Oodle的情况下工作。

  9. TAA和TSR不会产生与渲染视频中相同的结果。 如果您计划在实时产品上使用此资产,结果也可能会有所不同。

  10. 极光和雷霆是基于游戏时间的。 您可能需要预先查看渲染以获得所需的结果。

特征: 

  • 内置于蓝图中,在细节面板上具有易于访问的参数,并可向过场动画显示

  • 80/64/32k版本的地面、水面具和法线。 32k可倾斜云

  • 源数据上的大量错误修复,以创建此项目独有的纹理

  • 在功能丰富的自定义着色器上具有许多可调设置的自动昼夜循环

  • 具有独立控制的多个云层。 具有工作法线的附加局部Z轴投影图层

  • 增强夜间外观与程序城市细节和发光面具

  • 旋转器结构在水平上创造完美的绕地球轨道,而不需要移动相机或演员

  • 利用UE的大气系统。 可选的尼亚加拉极光,物质雷声,混乱正常的海洋

重要/附加注意事项:

  • 要求在UE5.1-5.3上禁用Oodle纹理插件(或限制某些纹理的最大尺寸)

  • 需要启用虚拟纹理

  • 仔细阅读上面的完整产品说明。 了解限制和要求

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