✧ [ V2 Content ] ✧

+ “Space-Nebula and Starfield”-Actor to easily apply in your Level

+ “Space-Nebula-Creator”-Actor to generate custom 3D Nebula-Textures

+ Various Procedural Creation Presets for usage and examples:

++ Multiple Nebulae, Galaxy, Sun, Gas-Planet, Medical-Scans and Atmospheric-Clouds and more…

++ Lightsources, Dark-Matter, Blur

✧ [V2 Technical Features ] ✧

+ Raymarching-Renderer for semi-translucent objects

+ Pseudo-Volumetric Textures (4k, 8k)

+ Color-ransfer with interactive Color-Lookup

+ Optimization by Distancefield and Adaptive Sampling

+ Resolution-Buffer

+ Speed-modulated 3D-Offset as real-time Micro-Stucture

+ Multi-Threading / parallelized GPU Utilization

+ Procedural and interactive Texture- and Color-Composition

+ Procedural and scalable Starfield with 3D-Binarytree

+ Blueprint queryable Nebula Information (Color, Density, Gradient from Volume)

+ Blueprint queryable (clickable) Stars / Star-Position

+ Customizable Star Motion Blur (Star Trek and Star Wars Presets)

* V2 NOTE: In UE5.3+ the Camera requires “Aspect Ratio Axis Constraint = Maintain X-Axis FOV” when using the Resolution-Buffer (enabled by default).

Platforms: Win64, Win32, Linux

Engine: 4.19++

For newest Information, please visit our

Official UE4 Forum Presence

 

✧[V2 内容 ] ✧

+”空间-星云和星场”-演员轻松地应用在你的水平

+”Space-Nebula-Creator”-演员生成自定义3d星云-纹理

+各种程序创建预设的用法和例子:

++多个星云,星系,太阳,气体行星,医学扫描和大气云等等…

++光源,暗物质,模糊

✧[V2 技术特点 ] ✧

+Raymarching-半透明对象的渲染器

+伪体积纹理(4k,8k)

+颜色-ransfer与交互式颜色查找

+通过距离场和自适应采样进行优化

+分辨率-缓冲区

+速度调制3d偏移作为实时微结构

+多线程/并行化GPU利用率

+程序和交互式纹理和颜色组合

+程序化和可扩展的Starfield与3d-Binarytree

+蓝图可查询星云信息(颜色、密度、体积梯度)

+蓝图可查询(可点击)星形/星形位置

+可定制的Star Motion Blur(星际迷航和星球大战预设)

*V2注意:在UE5.3+中,相机需要”纵横比轴约束= 使用Resolution-Buffer(默认启用)时保持X轴FOV”。

平台: Win64,Win32,Linux

发动机: 4.19++

有关最新信息,请访问我们的

UE4官方论坛

 

Space Nebula and Starfield for Unreal Engine

A fully open ray-cast renderer for translucent volumetrics. It is used to visualize nebulas or clouds, but it is actually a lot more than this. It is a low-level access to layered-3d and true 3d-textures and allows general GPU computation (e.g. fluid simulations) by introducing a dynamic creation-pipeline.

The Nebula Generation Algorithm is a procedural framework to distribute density and color over a 3d-space. This concerns the artistic and realism aspects and results may vary. Nebulas within the game exist as procedural seeds (parameter combination) or as baked textures.

A high-performance, multi-threaded starfield that enables deterministic positioning to allow accurate large-scale star representations.

✧ [ Gallery ] ✧

[ Latest News and Screenshot ]

On our Official Forum Site

+ V3 with a lot of improved features is now included in experimental status!

✧ [ V2 Features ] ✧

+ Volumetric-Rendering of Space-Nebulas, single Clouds, Interstellar-Medium…

+ Procedural-Creation-System for 3D Density- and Color-Structures

+ Lighting and God-Ray Creation

+ Randomizer and Static-Texture-Baking

+ Optimized for Real-Time

+ Animated Microstructure

+ Procedural and deterministic Starfield with millions of stars

✧ [ V2 Features ] ✧

+ When using V2 with Resolution-Buffer enabled, the AspectRatio_MaintainXFOV should be set in the Camera settings or the DefaultEngine.ini

✧ [ V2 Interactive Demos ] ✧

Download V1/V2 Demo (Win, 99 MB)

Download V3 Content-Examples (Win, 540 MB)

✧ [ V2 How-To ] ✧

Documentation Handbook

Tutorial and Showcase Video

+ the plugin is vastly commented

✧ [ V3 is now including Experimental] ✧

+ Space Nebula and Starfield V3 is now included as Experimental for UE4.25+ (UE5 proofed)

+ Install: Update the Plugin from the Epic Launcher to access V3 in your project (V2 stays as it is)

+ Basic principles remain: the Creation and Visualization of Volume-Textures

+ Faster, simpler and generalized through low-level C++/Compute-Shader implementation

+ Procedural Volume-Creation in the Level via customizable Pipeline (Play/Runtime and Editor)

+ Different Creation-Stages to specify the Volume-Creation process: Material, Brush, Flow-Simulation, Lightsource, Blurs, …

+ Different Volume Raymarching-Modules: Advanced, Within, Simple, Block, Signed-Distancefield

+ 3D Cellular-Automatas to have fun with

+ Create Volume-Textures and 3D-Vectorfields for UE’s Volume- and Particle-Renderers:

+++ Niagara

+++ Volumetric-Clouds

+++ Volumetric-Fogs

+++ Heterogenous Volumes

+ Comes with a lot of Content-Examples (Nebula-Alpha, -Omega, -Zed, -Kappa, -Sigma, Galaxy, Sun, Gas-Planet, Atmospheric-Cloud, Polar-Lights, Rainbow, 3D-Paint, Niagara, Brain, CA, CCA, CNN, Metaballs, Fluid-Ball, Fluid-Surface, Universe, Detailers)

 

太空星云和星场 对于虚幻引擎

一个完全开放的光线投射渲染器半透明体积. 它用于可视化星云或云,但它实际上远不止于此。 它是对分层3d和真正3d纹理的低级访问,并通过引入动态创建管道允许通用GPU计算(例如流体模拟)。

星云生成算法是一个在3d空间上分布密度和颜色的程序框架。 这涉及艺术和现实主义方面,结果可能会有所不同。 游戏中的星云作为程序种子(参数组合)或烘焙纹理存在。

一个高性能,多线程星场,使确定性定位允许精确的大规模星表示。

✧ [ 展览廊 ] ✧

[ 最新消息和截图 ]

在我们的 官方论坛网站

+具有大量改进功能的V3现在包含在实验状态中!

✧ [ V2功能 ] ✧

+体积-空间-星云,单云,星际-介质的渲染。..

+程序创建-三维密度和颜色结构系统

+照明和神光创造

+随机化和静态-纹理-烘焙

+实时优化

+动画微结构

+程序性和确定性星场,拥有数百万颗恒星

✧ [ V2功能 ] ✧

+在启用分辨率缓冲区的情况下使用V2时,应在相机设置或DefaultEngine中设置AspectRatio_MaintainXFOV。ini拢潞

✧ [ V2交互式演示 ] ✧

下载V1/V2演示 (赢,99MB)

下载V3内容-例子 (赢,540MB)

✧ [ V2操作方法 ] ✧

文件手册

教程和展示视频

+插件被大量评论

✧[V3现在包括实验]✧

+太空星云和星场V3现在包括作为UE4.25+的实验(UE5验证)

+安装:从Epic启动器更新插件以访问项目中的V3(V2保持原样)

+基本原则仍然存在:体积纹理的创建和可视化

+通过低级C++/Compute-Shader实现更快,更简单和通用

+程序卷-通过可自定义管道(播放/运行时和编辑器)在关卡中创建

+不同的创建阶段来指定体积创建过程:材质,画笔,流模拟,光源,模糊,。..

+不同的音量Raymarching-模块:高级,内部,简单,块,签名-Distancefield

+3d蜂窝-自动享受乐趣

+为UE的体积和粒子渲染器创建体积纹理和3D矢量场:

+++尼亚加拉

+++体积-云

+++体积-雾

+++异质卷

+附带了很多 内容-例子 (星云-阿尔法,-欧米茄,-Zed,-Kappa,-西格玛,星系,太阳,气体行星,大气云,极地灯,彩虹,3d-油漆,尼亚加拉,大脑,CA,CCA,CNN,Metaballs,流体球,流体表面,宇宙,细节)

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