How to create a new Space SkyBox In Unreal Engine 5
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- čas přidán 30. 05. 2024
- We take our new Skybox Material and apply it to a new Skybox in Unreal Engine 5 for our Haven Project.
If you enjoyed this episode please consider subscribing. If you want a tutorial created let me know what you need to know in the comments.
This game will be called Haven and will eventually we a Horror/Action game based on a space station. If you would like more information please ask in the comments I'll be happy to share any info.
Download Spacescape: alexcpeterson.com/spacescape/
How To Use Spacescape - Creating A Space Skybox Material
#UnrealEngine #Developer #UE5 #UE4 #Spacescape
Thanks Everyone for tuning into the channel! Tomorrows episode will show how to set up a Toggle between a third person and first person camera like Skyrim.
Edit: For anyone exporting from Spacescape, do not change the Export from OGRR 3D to Unreal Engine. It will cause a cubed effect in the skybox. Keep it as OGRE 3D :)
You had me until 9:23 when you connected to Emissive, mine went black and never gave me any "space" and when i unchecked the connection and went back to the other, the way my "space" looks is like a box, ---- can it be made into a sphere? skysphere instead of skybox??
@@BingGeaux so when you make it a matieral instance at the end. Just increase the emissive value and it should brighten. As for the cube its how you exported it out of Spacescape. Im assuming you did the Unreal export option. Change it to Ogre 3D and it should get rid of the cubed effect
omg thanks for this edit info, i just sat there for 2 days not understanding why my texture is so weird cube shaped. THANKS !!!
For anyone stuck on black sky. Just keep going into the next part of the video where he makes a material instance. He had to have made a video editing error cause the next thing we do is add brightness in the instance.
Yeah was just replying to your first comment its because of the brightness being at 0 or 1 i believe causes an issue
@@ue5bpguru538 wasnt it because you didn't saved the blueprint?
Dude this video seriously made my day. I have been trying to fix this bastard space scene I have been working on and I could not get lighting to work or get my star background working. I went through multitudes of other videos trying to get a space scene going and this one material and custom skybox fixed it and now it works. Thank you!!
Thank you for this! Maybe to help other: keep saving things regularly. I couldn't see the paramters at the material instance because of having not saved the material.
Thanks for the video, this has been very helpful!
Glad you found it useful :)
Thank you for all!!! Go on like this😎
Thank you too!
This looks awesome! Saved
Thank you so much! I hope it helps you in the future 😁
Nice Tutorial! Thanks a lot - I was wondering if it's possible to somehow rotate the skybox? Not like animated rotation; just rotate it to align a planet a bit better with the background scenery for example. I tried rotating the skybox actor but it does not translate to any changes in the viewport.
i dont see any difference between power and scene brightness, can you please tell my why you have both ?
I was following this until the SM_SkySphere part, as it's not showing up for me. Do you need to download additional assets to follow this tutorial? I can't find it when I type in it's name :/
Do you have the engine content active? Thats the only reason i can think of for why it wouldnt show up
@@ue5bpguru538 I restarted it but there was no difference, so I made a new level with a basic set up instead of an empty level and there's one available.
I then tried searching the static mesh in this same basic level but it still doesn't come up, even though I can see it listed. Is this a bug? P:
@@CraftyMaelyss very very stange it might just be a bug. Are you using 5.1? As i did have an issue myself in my latest project finding one in 5.1
In 5.1, if you have a project with a skybox, click on the skybox in the outliner, then hit the browse button next to it. It will browse to the asset within the engine content, and then open the skybox blueprint in the engine content, and then you can copy the mesh from there.
Hi, any idea why the stars in my custom skybox flicker and dont show up in the corners? thank you :)
Thank you for this great tutorial! Question, when I drop my blueprint into the scene, it seems to scale up my stars to a very large and low quality. However when I look at the skybox mesh in the blueprint editor, it looks fine. Any reason for this?
Id imagine you might want to mess about with the options inside the texture itself to see if you can produce a better result
did you export the file as 2048? I ran in to the same problem until I realised I exported it using the wrong resolution
@@sXMrSnapzZ Wow that looks way better. Thanks mate!!
Is the skybox suitable for endless runner games? Is there a border limit to the skybox?
There is a border limit to the skybox but it will be massive and you can always increase the border size to suit your requirements
Hello, I am having trouble with the SpaceScape program. When I export as skybox I get like 6 different images and when I put 1 into the parameter Cube for the texture I get an error that says "Found Texture 2D requires Texture Cube." Any Ideas? Thank you.
Did you export as Unreal? If so you need to reexport it as Ogre 3D.
@@ue5bpguru538 Thanks for the reply. Issue has been solved. I just forgot to click the cube texture option.
Hey nice video! Im still on the hunt for a tutorial that dont seem to exist... how to place niagara effects in specific locations on my skybox say a huge swirl under my dungeon level or what ever im making. Thank you!
Ill add it to the list of subscriber tutorials requested. I think i may have an idea on how to do it
Add a socket to your mesh, put the mesh in a BP, then spawn your niagara system at socket location from Event Play.
If you're still respondimg I'm getting an error around 4:51. It says "Cannot cast from larger type float3 to smaller type float2" how do I fix that?
Theres a few things you can try in this scenario.
- UV to LongLat
-Mask (R G) to get the XY
- Normalize Node
Basically i think its because anything beyond 5.1 treats this as a Vector 3D going into a Vector 2D so we have to compensate for that. Id say the UV to Longlat would be your best option but the Mask (RG) should work too
My dds loses color when I import to Unreal, I wanted different colors from yours. And at 3:33, you say add another one of ''these'' I don't know which thingy 'these' is referring to :(
I couldnt see the part at 3.33 where i say add another one of these? 😅 and are you sure your exporting on the right setting?
I just got a black screen when I assigned the final material to the skybox, which I find odd as yours was also black in the material but when you assigned it to the blue print yours showed up? I'm confused!! If I bypass all the additional nodes you added in the material and plug the texture sample straight to the emissive color it works.. gonna have to rewatch in case I did something wrong.
Ah its because you need to change the figures in the material instance. If you mess around with those it will appear 😁
If i remember correctly one of them will be set as 0 increase that one higher
Ah ok, fixed it, I had to change the scene brightness value after creating a material instance. Wondering if you changed the value but edited it out of the video? As I watched further I saw your material was black again also. Anyway I've got it working, got a bit confusing towards the end but I got there, thanks for showing how this is done.
@@snookofficial7211 yeah im not sure to be honest i may have left that detail out of the video for some reason. Probably just a editing error 😬😅
@@snookofficial7211 where was this at?
This is a fantastic tutorial, thank you so much for taking the time to explain everything clearly!
I would like to be able to rotate this skybox to an angle I like best, is this possible? I can't seem to adjust the orientation no matter what I do.
So it should be as simple as applying rotation to the sky BP but ill try snd do an update on this at some point
@@ue5bpguru538 So rotating the BP moves the literal object, but the skybox image stays appended to the background for me. Thanks for the prompt reply!
I'm just gonna leave this here in case anyone else comes across this problem. I ran into a weird issue where for some reason, even after saving everything, compiling, whatnot, the changes I made to the Skybox material never actually got applied. This meant no matter what I did, the material was just the default grid, both in the content drawer and whenever I applied the material to something such as the skysphere. It took me closing the editor, upon which I was prompted to save the changes I made, then when I reopened, the material looked as it should.
Why cant i find SM_Skysphere under the meshes in SkyBox_BP actor blueprint...please help me, im stuck here 2:41
Just ran into this, for me this worked maybe try the 2 first:
1 Content Drawer settings (in my config is top right) -> Content -> Show Engine Content.
2 Also on the left of the browser for the mesh asset there is a folder icon its either showing other devs assets or hidden, make sure its showing
@@jmc8375 Thank you that helped me out too
when i try putting my texture into the param cube it has an error i think bc the texture say texture instead of texture cube how do i change
Is the texture coming out with a cubed effect? If so its how youve exported your texture from spacescape. Dont export it as Unreal engine export it as Ogre3D
@@ue5bpguru538 oh i didnt realise i hade to do it through space scape ill try that way
@@robodude246 well thats just how i made the space material for the scene and thats what i used in this tutorial.
Maybe use the spacescape application to create a texture and then try applying that to your skysphere to see if the result is the same
@@ue5bpguru538 ive got some progress now thanks for the help
So hey what I did with it, is i made a really nice red one no black at all and now ima try to add some Red swirls through out in it, see how it goes lol thanks for t his!
Sounds awesome hope it goes well 😁
For my skybox, you can clearly see the cube shape in the world. What can I do to fix that?
what did you use for the static mesh?
@UC8r9ZdQ-2CigqBEec-WDa8Q interesting, im not sure then. Give me two minutes and ill check my export setting but to my knowledge i didnt change anything on spacescape. I cant think what else would make it cube shaped?
I've created a Discord so you can send me some pictures and I can hopefully help you resolve the issue
discord.gg/vCXJ4DSw
@@ue5bpguru538 your discord invite is expired pls send a new one
@@80fpsgamer21 discord.gg/4JhYcWvpqA it shouldnt expire now :)
It's really nice but I guess the most difficult part is how to combine the 6 images in spacesacpe into the unreal engine
Thats due to the spacescape export. If you export the image as Unreal Engine then you will get this cubed effect. Try exporting it on Ogre 3D
@@claitsh glad that helped you get it working 😁
THANKS BESTIE@@ue5bpguru538
Not sure why but the stars are flickering quite a bit on this.
You have a fan in the background? And your voice sounds a bit "sharp". But nice tutorial thx :D!
Yeah i need a new microphone asap 😅 but thank you for the feedback 😊
why did you you the red channel for the 3 point levels and not g b or a would love to understand what the r channel is doing here and how he is deifferent from the others !
So the R G B is referring to colour. Every colour is made up out of some level or Red Blue Green. In this scenario im taking up the Red colour aspects for what i need
@@ue5bpguru538 so for so good but why is the red channel helping here, what is his function :D ?
when i export to ureal has appeared 6 png , how can i combine them?
How did you expot the file? If you exported it as Unreal you need re-export it as Ogre3D instead
@@ue5bpguru538 Thank you very much for the info 😎👍
Video would have been much better if you explained why you added lerps and other things to the material. Then people would actually learn something instead of creating a bunch of random stuff.
How do i comvert a texture from a textrue2D to a textureCube
Im guessing when u exported from Spacescare u chose Unreal for the export? You need to make it Ogre3D i believe
No i used a stock image
Am i supposed to use spscescare?
How do i download soacescare
Or spacescape
How to convert texture to texturecube??
Did you ever figure it out?
@@ScoutOW2 yes I did
I did not understand what needs to be done at 4:37 the subtitle translator does not translate correctly what needs to be clicked. I'm sorry, I'm Russian, thanks in advance
так. с этим разобрался теперь неполучается 5:46
Can you give me a hint, how can i make this move? ._.
How to make the skysphere move?
@@ue5bpguru538 neverming, i figured this out :) i mean if you rotate blueprint itself, material inside it not gonna move coz of world position of something. so wirst need to stick material to the local position, and then move blueprint with material on it))
Ah nice glad you got it how you wanted 😁
my stars look huge any idea how to fix this
That would need to be changed inside spacescape by reducing the parameters you used for your stars :)
@@ue5bpguru538 I sorted it when I exported I had lowest resolution selected thanks for replying bro 👊
@@btwzombies560 No problem :D and glad you got it working :)
@@ue5bpguru538 looks great mate thanks for tutorial
@@ue5bpguru538 out of curiosity did you make your space horror, I’m doing the same now
For some reason depending on where I look the skybox goes from so bright it's washed out, to almost completely black. How do I fix this? It's like it's changing the exposure or something for some reason. Edit: nevermind, it was actually changing the exposure. If anyone else has the same issue, this fixed it for me:czcams.com/video/o1s1y6Cj5hg/video.html&ab_channel=EZUnreal
For my part, the skybox become like black and white color only
Haave you tried upping the brightness in the material instance?
@@ue5bpguru538 just realize that i put 1 of the node at the wrong place. btw thanks
I have a noticeable line after doing all that
You lost me at 8:10 with "we want to add another one of these". What is "these?"
Just hold 3 down on the keyboard and peft click somewhere :)
Ever think about mentioning how a space file becomes a texturecube?
Its the pinned comment its the export. I never said to change the export to Unreal Engine. You should be leaving it at the Defaulted Ogre 3D.