Blue Gem Earth
Blue Gem Earth
Blue Gem Earth is designed to help tell better stories about the world in geography-oriented games, YouTube videos and editorial presentations. Built with artistically crafted color maps that are draped over Nanite-powered terrain data, it’s designed with raytracing, to run in real-time. Blue Gem offers visually striking, vertically exaggerated (~11x) or realistic topography and bathymetry heights (2 different levels), adding depth and dynamism to the appearance of the land and ocean floors, as the shadows cast over the surfaces. Additionally, it harnesses Epic’s atmospheric lighting system, allowing dynamic lighting and shading adjustments based on the sun angle, turning the city lights on and off depending on the light visibility.
Surface
The color map consists 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 the production.
Country Borders [textures]
Adjustable Intensity
Adjustable Color
~80,000 x 40,000 pixels of texture
Internal Borders (state and province textures)
Adjustable Intensity
Adjustable Color
~80,000 x 40,000 pixels of texture
Unused textures that are unpacked will be removed in a update of the project.
Hardware
Nanite on PC requires the following;
NVIDIA: Maxwell-generation cards or newer
AMD: GCN-generation cards or newer
Notes:
This project is ~11.3 GB in size.
This project does not include heightmaps or adjustable terrain height features.
Please press play and then stop in the editor to execute the recommended console variables.
Blue Gem requires SM6 to be enabled for Nanite if using Unreal Engine 5.1+. SM6 is enabled by default in Unreal Engine 5.1+.
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
Disclaimer:
The translucent water meshes in this project are not Nanite enabled by default (this is intended). Enabling Nanite on the water meshes will stop them from being translucent.
Features:
4 x levels with stylized planet smaller than real-world scale (approximately 2000 Unreal units in diameter) .
1 x level with world surface at 11x vertical exaggeration (shown in Showcase video)
1 x level with world surface without vertical exaggeration (see Gallery image with ‘Realistic surface height version’ label for example)
1 x level with world surface made from a single sphere of ~400,000 triangles and using 8k textures.
Number of Unique Meshes: 578
Collision: Yes – automatically generated
Triangle Count: ~52,500,000
LODs: No
Number of Materials and Material Instances: 6 Materials, 687 Material Instances
Number of Textures: 407
Texture Resolutions:
8192×8192
8192×7160
Supported Development Platforms: Windows
Documentation:
If you are experiencing seams and Nanite triangulation issues, please press play and stop to execute the console variables in the Level Blueprint.
Notes:
This project uses data from NASA sources. Many thanks to NASA for their incredible work, especially the team behind Visible Earth.
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