Zum Inhalt springen
Medium 1 für Eintrag Procedural Planet Generation
0 Kommentare

Beschreibung

Build large, explorable spherical worlds directly in Unreal Engine with Procedural Planet Generation.

Key features include:

  • Runtime generated planets with seamless transitions from ground to space

  • Standard static mesh and Nanite terrain rendering

  • Material-driven workflow

  • Procedural biome layers

  • Multiple biomes with smooth transitions

  • Custom planet material nodes

  • Biome aware foliage with mesh variants, density masks, slope and height filters

  • CPU and GPU foliage rendering paths

  • Planetary water with GPU ocean wave simulation

  • Water underwater post-processing support

  • Collision and hardware ray-tracing proxy generation

  • Volumetric cloud integration helpers

  • Editor-time generation

  • Blueprint runtime controls

  • Example planet, level, materials, data assets, water, foliage, and cloud content

Note:

  • Generated terrain supports Hardware Lumen through ray-tracing proxies. Software Lumen is not supported.

  • Currently, terrain collision is generated only for chunks near the player. The active range is configurable. This limitation is expected to be improved in future updates.

  • SM6 and SM5 is supported (example level is optimized for SM6 because the foliage uses Nanite)

Documentation

Discord

Demo

Tutorial

Trailer

Enthaltene Formate