Hey All!
Wanted to share a project i’m developing for a client. Eventually the goal is to provide them an application so they can to fly-to different locations around the globe and visualize ocean data layers. The process I used came from the Cesium for Unreal documentation:
- Created an Unreal project with Cesium and standard Cesium World Terrain Setup.
- Used the World Composition documentation to create a sublevel for each desired location.
- Created level blueprint in the Persistent level with “fly-to” logic
- Added some foliage and clouds to the sublevels so they load/unload when entering the specific levels. (Also some logic to change wind direction of the foliage)
- I’m currently using a CesiumCartographicPolygon to try and “clip out” the ocean and replace it with a UE water system dynamic ocean.
Lastly, I am controlling the project from a web controller I built using Chauncey Live. For this project, that has enabled me to screen share the app during presentations, provide cloud controls to the clients on the other end!
Feedback welcome and if anyone has made progress on ground level detail with quixel, integrating water systems or underwater terrain… Would love to hear your process. @agallegos thanks for the help!
Best -
Danny