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# 海の境界を消す | ||
# 惑星形式のmapを作る | ||
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## 海の境界を消す | ||
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海には境界があってそれが惑星システム(planet system)を構築する際に邪魔になるので消します。 | ||
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## ocean wavesで惑星の海を作る | ||
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必要なものを`/Content/OceanWaves/Levels/EarthSizedOceanPlanet`からcopyして持ってきましょう。 | ||
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- `BP_EarthSizedSphericalMesh` | ||
- `BP_EarthSizedOcean` | ||
- `WaterVolume` | ||
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`BP_EarthSizedSphericalMesh`の`transform-location-z:-63600000`にします。`Sphere Radius:63600000`にします。`SphereEdge Length:16000000`になるはずです。 | ||
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次に海上の影問題を修正するため`Material Overrides`, `Material Outer/Inner`をすべて変更します。私は`/Vefects/Water/VFX/WaterMaterials`を使用しました。 | ||
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次に`BP_EarthSizedOcean`の`Volume Maaterials`で`WaterVolume`をセットします。`Above/Underwater`を`/Vefects/Water/VFX/UnderWater`に変更します。`height:0`にします。これは海に入って出たときに海中を適用する高さを設定します。 | ||
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## ultra dynamic skyで天候と惑星を作る | ||
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1. `/Content/UltraDynamicSky/Blueprints/Ultra_Dynamic_Sky`を開きます。 | ||
2. そこに地球と月と太陽のBPを入れます。各自が用意してください。なお、地球は`SkyAtmosphere`の下に置いてください。 | ||
> 名前は 地球(BP_Earth), 月(BP_Moon), 太陽(BP_Sun) としておきます。 | ||
3. `BP_Earth`は詳細から`transform-location-z:-636000000`, `transform-scale:6360000`にします。 | ||
4. `Sky_Sphere_Mesh`の`transform-scale:50000`にします。 | ||
5. 関数の`Current Star Color(pure)`にて高度を取得できるため、各componentの表示と非表示(visibility)を切り替えます。 | ||
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<iframe src="https://blueprintue.com/render/k3xgicx_/1" scrolling="no" allowfullscreen style="width:100%;height:400px"></iframe> | ||
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- `BP_Earth`: `transform-location-z:-636000000`, `transform-scale:6360000` | ||
- `Sky_Sphere_Mesh`: `transform-scale:50000` |
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