Giga Earth 80k

Realistic Earth with detailed terrain and textures

Category:
Tags: , , ,

Description

Showcase Video

UPDATE 2023-09-16: Added Georeferenced level, roads, railways, ports & airports textures – see version log below!

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.

If you like it, please leave a review! It motivates us to improve the project. If you have suggestions for improvements please ask a question or let us know. Thank you!

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

Clouds – Volumetric (for close shots [experimental])

Clouds – Textured (for medium to long shots)

Country Borders

Stars

Watch – Demo Video

Discord – Openclay Creator Discord

Hardware

Nanite on PC requires the following;

Notes:

This project is ~7.25 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+.

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 0.9.0 Changes (released 16th September, 2023)

v 0.8.0 Changes (released 28th April, 2023)

v 0.7.0 Changes (released 24th March, 2023)

v 0.6.0 Changes (released 28th February, 2023)

v 0.5.3

Technical Details

This product supports Nanite for Unreal Engine 5.0+

 

Number of Unique Meshes: 101

Collision: (Yes – automatically generated)

Vertex Count: ~40,000,000

LODs: (No)

Number of Materials and Material Instances: 4 Materials, 102 Material Instances

Number of Textures: 402

Texture Resolutions:

Supported Development Platforms:

Windows: Yes

Documentation: 

Documentation will be added in a future release. Until then, please see the Demo Video

If you are experiencing 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.

Supported Engine Versions

5.0 – 5.3