Creating realistic 3D earth using the Unreal Engine 5 or 4 | 3D Guru | Skillshare

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Creating realistic 3D earth using the Unreal Engine 5 or 4

teacher avatar 3D Guru

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction to the course

      0:41

    • 2.

      Project Overview

      0:54

    • 3.

      Texture resources

      1:12

    • 4.

      Project Creation

      0:31

    • 5.

      Project settings required geometry

      3:04

    • 6.

      Material creation and Light setup

      28:50

    • 7.

      Sequencer setup and Rendering

      9:12

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About This Class

This course focuses on complex material creating and lighting techniques in order to get the right look of the earth right with rendering using the movie render queue.

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3D Guru

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Level: Intermediate

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Transcripts

1. Introduction to the course: Welcome guys to win new video series. Today I'm gonna be showing you how you can create this earth seen in the Unreal Engine four or five, both of them will work using gray tracing and the Packet Tracer and the Unreal Engine. And in this scenario, I'm gonna be showing you how to create the material for the Earth and a quick light set with the background. And also I'm gonna be showing how to create the fogging the best Tracer because it only works on the live mode. And let's dive into it. 2. Project Overview: This is a quick overview of our scene. We have a few materials here. This is a frog material that we are going to use, the eraser because this is actually a post-process material. Also, we have a few other materials here. This is the background material for all the plane for the stars. I'm not going to be using Niagara for this one. I'm gonna make it too simple because I can scatter the stars with Niagara, but not in this case, I'm going to make it as simple as possible. Also here we have the textures of the earth that you can download online. I'm gonna be showing the link. And also here's the earth material that will be a little bit complex because we have so much going on here and I'll be explaining it. So let's dive right into it. 3. Texture resources: So for the textures, we're going to use this website called Solar System scope.com. And it has actually few planets here. And one of them will be the Earth here at the map. There is also the nightmare of the clouds, whatever. So I'm going to be downloading the day one with the specular and normal and clouds. Also, we're going to use this night map also to eliminate the dark side of the Earth. And also we can go out for the stars texture. And we have to look for one that doesn't have any watermark. You can choose any, and you can actually use this. And I desaturated it India and the unreal. I'm gonna be providing the files in the section of the files in the course swam to make the process easier for you. 4. Project Creation: After launching the Epic Games lunch, or you can download your own version from here. And for this one I'm gonna be using 4.27.2. So after launching it from here, we can go to game. We can make it blank. We use ray tracing enabled. We don't need the starter content. We can put it on maximum quality and name our project here. 5. Project settings required geometry: After launch Genome Project, we can go to the here to the plugins and what we should add as the movie Render Queue. Because we're gonna be exporting some high resolution images from this one. And I think this is the only one you need to activate since you are activated the ray tracing, the beginning of the project so you don't have more setup to do. And also the second thing that I forgot to mention in the project settings, you should go for the auto exposure. And you should disable this because we're gonna be adjusting the exposure manually from the post-process volume. So starting off with this, you can control S here and save it to a new map, or you can right-click here and create a new level. I'm going to be diving directly into my creative map here. And with Sean have two simple elements here. So if we go to the, sorry, I forgot to the wireframe. So we basically have a plane with a sphere here. You can drag and drop this sphere from here or so. But the thing is, I think the, the poly count from this one cannot be adjusted from the engine. So what we should do it this case, you can see like this, there is some hard edges on the side here because it doesn't have enough polygons. I can create one actually. On the exterior. Software. I'm going to be using 3D Studio Max. You can do this in Blender or anything. You can just drag and drop the sphere and increase the poly count. And then you export it as an FBX. I'm gonna be showing this process quickly. So here we are on 3D Studio Max. We can drag and drop a sphere. We can go on w, put 0 here for the location for x, y, z. Then we can go to Modify, increase the public come to a really high resolution. We can put even to 56 segments and then we can export this to an FBX file here. And yeah, so that's it. And I'm gonna be providing as an FBX also in the project files. So if you don't use any 3D software 0, just an unreal user. You'll be able to find this instead of having to go through any for your page, 3D modelling software. So yeah, moving on to the next one. 6. Material creation and Light setup: So I'm gonna be starting here and by importing the tongue go to textures, you can right-click here, create a new folder. We can go to 3D and we can add import here, import from desktop. I put them there. And you can download the maps that you got from the website with the FBX file here. For the FBX, you just have to make it simple. And let me show you some. You just press Import once you import it in that set. So here we have IRA important this because I think it's easier for me to demonstrate this in your project that it's already done. It's because when I showed the shaders to some people, it's gonna be easier for them to see the final version instead of having to go through all the video. So here we're going to start with our shaders is you can right-click and create a new material. I've already created a tear. Or you can use one of the texts layers here that the diffuse map, you can right-click on it and create a material for it. And then we're going to be having this material here. So this is the material that I created. I'm going to go through all of this now and show you what I've done here. So I'm going to organize this section to show you guys how I started with this. So first thing is, I've, I've created here, you can right-click. You can add a customer rotator here. So this is the custom rotator that will allow us to rotate the texture. In this case, I made two rotators here. These rotators are linked to the texture maps here. In case you don't know how to import texture, you can just drag it from the content browser here and drop it there. So you can drag and drop all of them. After that, we will be having the two customer rotators. I have one for the clouds and I have one for the, for the diffuse texture for the earth. So here I'm going to show actually something. We will pick the clouds here as an example. When you use this cloud rotation value from register to 0.25, as you can see here, the rotation for the clouds changes. So this is why I made this. So you can make a constant here, or you can make a scalar parameter, or you can make a constant and convert it to a parameter which becomes a scalar parameter. And you can just name them here. For this one, I named that to Cloud rotation and you can put a default value here. And then I made this at the scatter parameters so we can adjust them while having the scene right in front of us. So by creating a material instance from it, I'll be showing that later. So scalar parameter here plugs into the rotation angle with the customer rotator. So that's the customer rotator first one. And then we'll be great at grabbing a texture coordinate. We're going to leave this one by one, So texture coordinate. And we drag it into the UVs here. So once you have it, you plug it into the UV is like this. And then from the first row of data for the Cloud rotation here, you can drag the return value to the UVs of the clouds. Here, the texture of the clouds. And for the other rotator, we're gonna be using all of the other maps, which are the normal, diffuse and specular maps. So after dragging all of these three maps, we'll plug them to the UVs. So the same UVs. And basically because when we went to rotate the Earth texture, we want to rotate also the specular texture with it and with the normal map with it. So here when we do 0.1, as you can see, the Earth, the Earth rotates here and the clouds stays in actually one place. As you can see. So yeah, after that, I needed to make the diffuse with the the diffuse texture of the Earth with the clouds. So I had to use an ad here. So dragging out the RGB from here, I can use add on or I can right-click and type AD. And I combined both of the diffuse with the clouds here. I plugged them into the diffuse. So all we also don't know that the specular map, so we basically take the RGB and drag it to the specular. For the normal map, we just get the RGB and drag it to the normal. And at the end now we have the MS of MSF map. So the emissive map is a little bit complex here, but it's gonna be fine Totally. So we have this emissive map that we actually downloaded it. What I've done here is you can go to the texture of the MS of map here, double-click and you can adjust it here. So I changed it a few values here. This was set to one. Wanted to have more contrast. Here. For the saturation, it had colors at the beginning which was disturbing or are willing to rendering because it had a different color values here. So I wanted to make it all white. And I'm gonna make this white Values turn to the color that I needed to be. So the shader here is combined of two elements. I'm going to show you here what I've done. So this is a sequencer and here, this is what we got here right now. And I'm going to turn this to path tracing. So here we go. So we have this right now. And the thing is, as you can see, there is a blue highlight on the edge of the earth. And there is the illumination map here. So we have two glowing elements here. So we have to integrate it to emissive values combined together. So it's gonna be the edge here, and it's gonna be the lights of the series here in the Earth texture. So after dragging and dropping the emissive map that we got, we combine the tear with a color. This color will allow us basically, I'm going to show it quickly on the material instance. So this is the color and we can actually change the glow of this series here. Let's see, green, orange, whatever. So it allows us to change that color. And for this blue one, it will allow us to change the edge of the illumination here of the Earth. I'm gonna be showing quickly what I've done here. So this is the color wheel. We multiplied it by the MSF map here. So right-click and multiply. You add that node and then you multiply the color by the black and white. So it will pick up the white values and multiply them by the chosen color. Here. We multiply that also by intensity. So we can have the color that we want and we can adjust the intensity of this city lights here. So when I go here and I have this intensity, I can set this to two. Maybe you're, let's say that the two, and as you can see, it illuminates more here. So I'm going to keep it down to 1.4 because that's the best, that was the best cow fig for me. So after multiplying it by the intensity, this is gonna be the first section. You could actually select this also. And also keep in mind for the UVs, for the, for the texture here. I set it to the customer rotator here so we're even when the Earth rotates here, the light is going to rotate with it. So the lights will keep the same locations at the same regions there. So we can actually organize this a bit by selecting this part. So this is the illumination of the series. We can select it and proceed. And we can put a city illumination. So here this is section is going to be the Earth's atmosphere and I'm going to start explaining it quickly. So here earn most fear. So this one is a little bit complex, but it's, it's easy to understand. So here at the beginning what I've done is I got a custom rotator. And so this custom rotator, as usual, it will allow me to rotate the texture. But here I took a linear gradient. So this linear gradient, and we can preview this actually on each one and see what it does. So when we start previewing here, I right-click and I click Start preview. What I've done here is I've got to learn a linear gradient. I can show it here on the plane, maybe. Yeah. So a linear gradient and I have the parameter here, I can actually rotate it 0.25. And as you can see, I have control of the rotation and when I wanted to go from, and this is also a scalar parameter. So right-click scalar parameter or a constant and you can convert it later and you type the name of it. Here we got the texture coordinates. We're going to leave it, leave it to wine by one, and we drag this to a linear gradient so we can control the rotation of the gradient. Here. We multiplied it by the. Gradient value, which will allow us to control the intensity of the gradient here. So if I set this to 0, it will be black. If I set this to one, it will be bright. If I say that is 0.1, as you can see, it gets darker. So we're basically multiplying it by one value, which will control the intensity of the whole gradient. So after that, we combined both of this element. So we have this gradient at the beginning, and we have this for now. And the front now is basically, let me open up Very, lets me do a quick demonstration here. So, uh, for now, if you have a sphere or any kind of object that has a specific shape. Or for now is the, basically the value for the contour here. So you can have this edge here like this. And wherever you are just different l values, it goes in, inside to the core. So let me show this a bit. And if I start previewing here, so we have dragged here for now. So, uh, for now, and we got the exponential exponent, TOM this value with the reflectance. So both of these values are, will allow you to change the actual funnel. Elimination, let's say to the core, I will show it to you quickly and what it does. You'll understand it once you see it. So we have the EXP, so you control the amount of value that goes from the edge to the core with the reflectance that will allow you to adjust the blending between them. So as you can see, it gets a little bit smoother here. If you make this value a little bit, a little bit lower as you can make it a little bit sharper here. So after adding that for now, which has the edge, and we subtracted it here by the linear, by linear gradient. And why I did this basically, it's because I have the for now. So the front now has, if it goes by itself, we can test it out here. So if we save here, It's gonna do all of the edge of the earth here. And what I've done here is I subtracted this part by linear gradient. So we have one element on the side that is illuminated that it's that it's exposed to the light. And we want to have the other one dark because we don't want the atmosphere to be glowing on the dark side of the earth. So when I save here again, so I subtracted it by ear. Gradient here. So the gradient is basically now the white values are here and the dark values in here. And if you asked me how do I, how do I control agile rotation, it's simply here because I've put the rotator in the linear gradient. So I can basically go to the material instance here, which I will show you how to create in a bit. But here, if we change, sorry, let me try to find this value again. So gradient rotation angle. So here, if I copy this value, set it to 0, for example. I think that was too much. So 0.1. So as you can see here, I have the control of, as you can see even here in the purview, have the control of the gradient here. And from which side do I want it to affect my geometry? So as you can see, where if I drag it to the left, it goes to the left. If I drag it to the right, it goes to the right. And here we're going to set this to the value of that are found there. And also if we put, if you want this and this is what I'm going to show here. And I multiplied it here by the gradient intensity here. Because I can control, actually hear the this length of the dark side. And I'm gonna be showing it here. If I set this to two. As you can see, we have less atmospheric going from that side. If I'm going to put this the far, as you can see here, it's, it takes a really small angle. And I think this value was the best one for me. You can actually copy my values or anything like that. So you have the material instance here. So after creating the material, you can right-click and create the material instance. And from this one you can actually copy my values here. If you find this to be perfect. Yeah, perfect config. So after having the front now here with the linear a linear gradient, I subtracted the funnel from the linear gradient so we can have this dark side and we made the intensity multipliers so we can control the whole glow of the atmosphere. So here if we go to a density f, We can do ten. Here. As you can see, goes more and let's put it to 20. And as you can see, this glows more. So you can have perfect control with this atmosphere intensity. And as you can see at 20 here, I think this looks also fine. It's not that bad. But yeah. So after having these these values, you can also copy the hex colors here, or you can do it yourself. And I'm just displaying the values so you can get a great start point here. So after doing the subtraction here on the multiplier, we actually combined it with the other one because we have the atmosphere that it's going and we have the cities that they are growing. So I basically combined both with the blend screen. Blend screen was the best one. I mean, we can do ad, but it didn't. But some values get messed up so are better. If you're familiar with Photoshop, you can do the blend modes here, which, which are these elements like lightened screen, soft light. Whenever I chose screen here, I found that to be the best way. So I combined both of these values and I put them in the MSF color. So this is a very simple shader. And again, but I think it does a great job. And we can also stop previewing this one so we can see the actual one. Okay, this is the flat earth, I guess. But yeah. So I'm going to move now to the next shader, which is the fog value. Because here when we put it on Lit mode, we can actually do an exponential fog, fog, and we can have this. But when we use the packet tracer here, we want to have the frog. And the frog that I have right now is from the one that I've done. And I'm going to show you how I've done it. And basically you have to drag a post-process volume into the scene. And then once you have it here, I'm going to show you the conflict that are used. It's quite simple. So you got the post-process volume here, and I'm going to start with the basic parameters. I don't wanna go through the shader yet here because we use the post-process material here. And I want to show quickly what I've done here on the settings. So if you open path tracing, we set this to 3232 sample sampling here, and we take the emissive material because we want to have the glow here on the the bathymetry, sir. So also we have the noisier here. It's up to you if you want to take it on for and keep it on. Because I think it does a pretty good job after sampling the image a lot. And then there is some other conflicts that they are not quite important, but I just activated like everything here. I don't think there is a big of a deal here. So let's run this and see we're not because we are at this case not using any translucency or reflections or stuff like that in this case. So you can keep them just activated, just in case. Just the already tracing ones here and refraction here at Tracing whenever. So yeah, so I think that's everything for the post-process settings. And you can actually go to the exposure here and adjusted here manually. I've also added a year, a quick bluer. So we can get this edge too. Glow by intensity. So this is quite important to use. And here, I guess I've started by adding a new array. So you click the plus sign and you get to choose asset reference here. And yeah, So after choosing asset reference, I'm going to delete this one because I already have this one. And you're going to create a material that would be your post-process materials. So you can right-click create a new material. I will change grid here. And you can create an instance from it and you can drag and drop it. Here. So this is the instance you can right-click, Create Instance, drag and drop it there. So first thing what I've done is you go, I click on here and you put the material domain to post-process. And also there is a second parameter here. This is the most important one. So you put before tone mapping here, otherwise it won't show on the path tracer. This is actually a very simple shader. So you right-click and put depth fade here. And this is basically a very simple one. So you make a debit fade and you choose the opacity of the feet. You can see it on the outside of the sphere. You choose the opacity here. I can adjust it right in front of you, 0.7. So the opacity and the distance of the fade. So these are the values and you can end, you have to use a linear interpolation with it. And you just drag this until the Alpha. And here we're going to need the both colors. The first color will be the syntax. There's a syntax error is basically what this your screen is showing here with the combination of the color of the, of the fog that you created by what the depth fade. It's so simple. So right-click seen texture here. And sorry, seem texture. And you put deselect the first one. And then when you go here and you select your first process, post-process input. So post-process 0, you drag the color to the linear interpolation, linear interpolation here. As you can see here, be careful pleased with this one because this one is the most important. That in the beginning I was like, why is it not, this is not working for me because I created a constant three vector and I right-clicked here, as you can see, it's three vectors, so it has three values. This one has four. It's a four-vector. When I converted the parameter here, I was actually tracked because 0 chose four values. So I thought it was a form vector and it became a four vector here because it has the four value, which is the alpha. But in this case it's not. You have to right-click and type four vector constant. And you can choose basically here to the color of your feet. And you can just simply to put it in here. But if you put four vector here constant for vector, and I think if you plug it, converted it to a concept that plug it here, you get an error exactly. So you have to keep it as a constant, so constant for vector and you choose the color here and you can save here to show your final result. So here I can, after creating the instance, this material, you can actually choose the feed distance here, as you can see in the opacity of the feet. So these are my parameters that I found to be perfect at this situation. And after that, I think we should move to the stars texture. So after importing the stars, you can just import it from here, the textures of the stores, or you can just drag and drop it. So here's the Import button here, or you can just select these torts texture and just drop it in there. After doing that, you can right-click create material from it. But I think this one that I used, it has colors. So what I've done here is I drag down the saturation, the RGB curve, and I changed the use of, I made it as dark as possible. The kind of made it a lot better here by adjusting the brightness curve and just simply the saturated here, and that's it. And after that, you can, you can also just create a material from it. Take the texture, and multiply it by intensity. And here you can control the intensity of the stores. And there is an important parameter that I've done here, which is the mental illness. Because if the object is fully metal here, so it's the value you can make it constant here, or a scalar parameter. It's up to you. You can test this out and you set the default value to one. Because any metallic material, if it's 100% metallic, when the light hits it, it won't show that light on the surface. And this is what we wanted here. Because if I check this here and I change this value to, let's say 0.5, my light will actually affect the background. And as you can see, there is a small change in this case. But it's not a big change that at the beginning on the lightened mode, I think you can see it more clear. Let me try this. Once again. It's not that visible, but I'd rather set this to one. Instead of having a weird looking effect at the end of the stars, the background being enlightened with the sun that I used. I'm gonna go through the lighting after this one. So here we're gonna go to the eraser. And also, if you're wondering how I done the background here for the star. So after creating the material, you can simply get a plane here and drag and drop it. Let them own. You can just drag and drop it. I'm pressing, I'm holding, Shift and moving so I can keep it under View. You can rotate it here and scale it up and down, whatever. And you can just jack the material and it has to be the instance. Yeah, you can just scale this up and put it behind the behind the Earth. So until now this is it. I'm going to show how I've created the light. The light is so simple, I've deleted every single thing. And the only thing that I kept is the boss versus Of course with the directional light. So we simply have a directional mind. You can go in here, directional might, and you can just drop it in there and rotate it to the rotation that you want from this case, I want to delight to come from this side to hit this surface of the earth. And I've said this simple values here for the intensity and source angles, so I don't have a very harsh shadow. And yeah, that's it. This is the basic parameter here. And after that, we will move to the camera settings and the rendering. So yeah, we'll move to the next section. 7. Sequencer setup and Rendering: So after moving to the next section, or you can right-click here and you create animation and create a new sequence of which I've done here. At this case, you'll be having an empty one. I'm going to set it again myself so I can show you, create a new camera here and you have this. I'm going to set this to path tree so I can get the look that I'm looking for from the beginning. And so when we select the camera here, we actually have the settings on this site. So I wondered the sensor refers to look white like this. And also here on the, we're not going to have to deal with the focus now we're just going to deal with the focal lens. So the thing is with the focal length, if it gets smaller, it's wider for sure. But here at this value, I think I took two or three hundred. Three hundred will make it look cinematic. And you can increase the camera speed here ands of mild guess to make things faster. And I just set the camera position here. So let's say this is our final camera position. Or a little bit to the back. Skin, get the perfect firm. And if you can not get the perfect framing can still move the background plane or just scale it up and down. So let's say this is the framing. You go to the transform here and just pin it there. So if we move by mistake or something, if we move this or this slider of the, of the sequence, or it will go back to the position that you saved there. So I decrease this to the just one frame here because I want to just render an image. And for the aperture here, the focus, I'm going to set this up 22 because we don't want to have any depth of field. Because it's a very large scene and it's weird to put depth of field on a very large objects in space. So I'm going to click on the Draw Debug flame for focus. So I'm selecting the cinematic camera. This is why I'm seeing the setting. And this will allow you to control the focus plane and where you want it to focus. So here when we started the 22, It will not bother a lot. But if you decrease the systems a lot, you can see that the earth is out-of-focus here. So you better get the jump plane to intersect with the earth there. So that will be fine and take off the jaw Debug Play. And you put this at this arbitrary value to 22, or you can set it here to 22. That's it. So we're rendering one frame here. And if you're wondering if you imported the camera, but you don't have that camera there. You can do plus here for the camera and you can choose the camera that that is here. So we just have this camera cut for one frame there. And yeah, so this is it, we're going to start rendering. So after activating the movie Render Queue that we activity, we enable that at the beginning of the tutorial, you can go here and you can add your sequence here. I can close and save this. So you can add it there and it shows the map that you will have saved. And then for the Configure, we're going to create a preset quickly. So we go here, so I'm going to get rid of the other stuff for now. I'm going to do with just the output. You can choose your resolution here. You can multiply it by two here and multiply it by two. So you can get high settings, high resolution there. First thing you must do is anti aliasing, and you can decrease this to whatever sampling you want. The preferable sampling for the surrender 16 by 16 and you can, you will get this warning here and you must do override the anti aliasing. And also a few other settings that you must do if you want to export this to PNG or JPEG, it's totally up to you. And we also going to add the past Tracer, of course, because we're path tracing here. And the last thing, It's totally up to you to choose the console variables, because in this case, the scene is actually so small and it doesn't require such commands. You can go to the Unreal Engine documentation, engine path tracing, movie, render queue. This is the settings. These are the settings that you can get from the underworld documentation. And there must be somewhere around here. So here, these are the kinds of variables that you can actually use to improve your render settings. So it's totally up to you if you are going to use this. If you are looking for the best settings here for the past three. So you can scroll through this documentation in order to improve it. But they give a lot of recommendations here for the console variables here. And these are actually for animation, for the low quality and stuff like that, but for the stuff like GI and the GI bouncing and stuff like this, I think it will be interesting to add, but I think I'm really satisfied with the final render that I actually got. And so after putting all the settings, you can save your config and you can save it actually there. But I loaded my other config that I used previously and it's so simple and I put racing and saying, and with the output of four K resolution and I saved it here and yeah, so after saving it to you, but except and you can press here render or local any Wait, hold on a little bit and it will render out your image. And then I think I'm just going to do a quick edit on the Photoshop, but I've already done. I'm going to show you what I did here. That's pretty simple stuff. I actually saved as a PDF. That's where it, but here I've actually made a mistake worthy. We can edit this together actually would be nice. So first thing you can add Color Lookup here and what I've done here, and I'd like to play with the color lookups sometimes here and try to mix things together. So first thing around 0, remember, I've added this so you can control the opacity here for this. You can get a little bit of bluish tint. And I wanted to get actually some levels down. I'm not gonna do it with a curve because there is actually a color lookup preset that I really like in this case. Let's try to find it. Yes, it was this one as I remember and I have decreased this a bit. Yeah. I think it almost looks like our final render, but this horrible, it actually gives it a pretty interesting look. And also we can go here and adjust the brightness and contrast. It's totally up to you if you want to increase the brightness here, the contrast a bit to get the look that you are looking for. So yeah, I think that's it for the tutorial. If you have any recommendations, you can comment on the section of the course and let me know if you while our like looking for anything else. Beside of this, maybe if you want me to extend this version doing animation or anything else, it would be actually nice to do it based on your Chrome recommendation, guys. And I hope I'll see you in the next one.