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Multimedia 1 dla listy Space Nebula and Starfield V2 (V3)

Opis

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)

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