
Beschreibung
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 ] ✧
+ 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)
❉






