Giga Earth
Showcase Video
Giga Earth is derived from over 2 billion polygons, with the optimised terrain data powered by Nanite, enabling cinematic viewing of Earth for games, cinematics and interactives, in real-time. This Earth is built to scale and leverages Epic's atmosphere to dynamically light and shade the atmosphere depending on the angle it's set to.
Surface
The color map comprises 81,920 pixels wide and 40,960 pixels high and has been hand painted to have many data processing artefacts removed. The normal map comprises 81,920 pixels wide and 40,960 pixels, and allows for normal flatness to be adjusted, changing the intensity of the terrain features to better suit the different artistic needs of near and far shots.
Night Lights
- Visibility driven by lack of sunlight
- Adjustable Intensity
- Adjustable Color
- 81k texture
Clouds - Volumetric (for close shots [experimental])
- Simple volumetric clouds (as shown in stills [requires 'Volumetrics' plugin be turned on])
Clouds - Textured (for medium to long shots)
- Adjustable normal flatness
- 41k pixels of real cloud texture
Country Borders
- Adjustable Intensity
- Adjustable Color
- 81k texture
Stars
- Adjustable Brightness
- 8192x8192 pixel texture map
Watch - Demo Video
Discord - Openclay Creator Discord
Hardware
Nanite on PC requires the following;
- NVIDIA: Maxwell-generation cards or newer
- AMD: GCN-generation cards or newer
Notes:
This project is ~7 GB in size.
This project requires the 'Volumetrics' plugin be activated to use the volumetric clouds.
Volumetric clouds have limited range of shadows (~400km) - see gallery for examples. Volumetric clouds will cause shadow streaking beyond this if viewed from far out distances.
Giga Earth requires SM6 to be enabled for Nanite if using Unreal Engine 5.1+. SM6 is enabled by default in Unreal Engine 5.1+.
- This project does not include heightmaps.
- Please press play and then stop in the editor to execute the recommended console variables.
- Giga Earth requires SM6 to be enabled for Nanite if using Unreal Engine 5.1+. SM6 is enabled by default in Unreal Engine 5.1+.
- Please see the Nanite documentation below for more information
https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/
If large seems are still present, navigate to your Unreal Engine Project Folder, and locate DefaultEngine.ini. In a text editor, such as Notepad or Notepad ++, edit this file. Change the following
from
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_Default
to
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
Questions
If you have question, please ask and we'll see how we can help.
Email - epicsupport@openclay.com
Version Log:
v 0.8.0 Changes (released 28th April, 2023)
- Country borders texture added
v 0.7.0 Changes (released 24th March, 2023)
- Earth Surface master instance material now controls surface parameters.
- Land tint color and strength
- Water tint color and strength
- 200 + artefacts removed from cloud textures
- Cloud texture now wraps with seamless texture
- Cloud texture shadow geo added (not for volumetric clouds) [experimental]
- Cloud texture geo now has shadows off
- Added control groups to turn cloud geo and cloud geo shadow on and off more easily
- Cloud tile 2 texture corrected
- Fixed cloud texture maps border between 21 and 30
- r.Nanite.MaxPixelsPerEdge 0.05 added to Level Blueprint (press play to execute)
- Surface roughness default increased to 0.5
- Star brightness default increased to 5
v 0.6.0 Changes (released 28th February, 2023)
- Added volumetric clouds
- Added animated waves (normal map) on water bodies
- Refined specular/roughness reflection on water bodies
- Adjusted post processing volume grading
v 0.5.3