> For the complete documentation index, see [llms.txt](https://tfg-bravoperezrubio.gitbook.io/cosmicarchitectdocumentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://tfg-bravoperezrubio.gitbook.io/cosmicarchitectdocumentation/getting-started-guides/getstartedplanet.md).

# Create your first planet

On our YT channel you can watch this tutorial (without commentary), but we recommend following the steps on the website to better understand the process.

<https://www.youtube.com/@CosmicArchitect-w2n>&#x20;

### 1. Cosmic Planet

* Create a new Level and instance a directional light if it doesn't have one
* Add the Cosmic Planet object to your scene by searching with the magnifying glass

<div align="left"><figure><img src="/files/ILkHEpnHiu0qQe1MP3xp" alt=""><figcaption></figcaption></figure></div>

* Next, select the planet (double-click in the Outliner)

### 2. Clipmap

Activate wireframe mode to see how the clipmap works.

![Clipmapwireframe](/files/whhaxxz1cZAaR6QGChM4) Each square is a Level of Detail (LOD).                             When you move, the structure follows you so that more distant areas are rendered with fewer vertices. In the object's `ClipmapComponent` , you can configure:

* The base resolution of the mesh, recommended value `128`  (Base Resolution)
* The number of levels created (Num Levels)
* The minimum size of each triangle when getting closer (Min Triangle Size)
* The distance at which the clipmap stops being visible (Height Visibility). If you move very far away from the planet, the mesh becomes static to save performance, and this last parameter defines that distance.

![Clipmapconf](/files/KI9VIwYzoXXZ0qVJ07IU)

### 3. Materials

Switch back to Lit mode, and look for the Materials section of the planet. Select the None dropdown for the Base Material and search with the magnifying glass for `Cosmic Moon Material`. You can change the planet's colors in the Color section to grayish tones to mimic those of a moon. You also have the option to apply a gas giant material (Cosmic Gas Giant) or a sun material (Cosmic Sun).

![Moon](/files/T58EZSgFKFz0CjClT8wr) ![Gas Giant](/files/EYvebbEV4ybf0IYxbLFD) ![Sun](/files/ghHsn9OsZwj6k4HHYtgr)

### 4. Noise

Before continuing, make sure to set the material to CosmicMoon or Cosmic Earth. You will see a section under Planet called Noise which contains Noise Class; with this, we will configure the shape of the terrain. In a folder within your project's Content Browser, right-click, `Cosmic Architect` -> `Default Noise Settings`

<p align="center"> <img src="/files/GIRqGKF78vEYMaK6hcTb" alt="" data-size="original"></p>

Name it NoisePlanet. Now drag it into your planet's Noise Class attribute. Next, let's configure your Noise Settings: double-click and, in the Layer Parameters tab, change the following parameters:

* Frequency: between 2 and 5. This will define the frequency of high regions in your world.
* Amplitude: between 5,000 and 10,000. This will define the maximum height those regions can reach.

With this, you now have the biological noise of a simple planet. You can also configure biomes by adjusting the BiomeParameters; these will have direct effects on how the planet looks and also on vegetation distribution. You can change the parameters to your liking, or use a pre-configured noise such as Calisto\_Noise, for example.

### 5. Ocean

Add an ocean to your planet: you must check the "Has Ocean" box on the CosmicPlanet if it wasn't already, and change the sea level using "Sea Level Km"—you can move this value dynamically to see the result. In the OceanComponent, assign the Ocean Material by searching for Cosmic Ocean. If you get close to the sea, you will be able to see the movement of the waves.

![Ocean](/files/cBLhQLwlUt6s5Jj6QLfp) ![OceanClose](/files/yTSF9tMspJQV2s5AbtRG)

### 6. Gravity

It is time to add gravity to your planet: in your Cosmic Planet details, click Add and search for `Cosmic Gravity`.

![AddGravity](/files/wkerIgy5gzbfKeQXJKGK)

Next, select it and configure it as shown in the following image: (Adjusting Gravity Mode, Radius Km, Surface Gravity, Affects Others, and Is Planet).

![GravityConf](/files/vAg4R4BX8btQHUoVEDLD)

### 7. Space Ship

It's time to land on the planet. To do this, add `BP_CosmicSpaceShip` to the scene. If you don't see that exact name, you can navigate to the plugin folder from the Content Browser under  `Engine` -> `Plugins` -> `CosmicArchictect` -> `Blueprints`->`Ships` and drag it directly into the scene. Place the spaceship near the planet.

![AddSpaceship](/files/XsYVnRqZ9E6nmxQbU5Pg)

Now hit the play button and try to land or fly around: use WASD to move, QE to rotate, Ctrl - Space to go up and down, and the mouse to steer by moving the camera.

### 8. Orbit

Duplicate your planet (select it and press Ctrl + D), and add a Cosmic Orbit component to it.

<figure><img src="/files/IPexGrafTNbwYz19mGMl" alt=""><figcaption></figcaption></figure>

In the component, assign the planet it will orbit in the ParentBody section and increase the Semi Major Axis Km value to increase the size of the orbit. If you press play, you will see that planet orbiting around the other one.

### 9. Vegetation

In the planet's FoliageSpawnerComponent, assign `BigPlanetFoliage` to the Foliage Collection, which is a data structure containing meshes and foliage generation parameters. If you get close to the planet, you will see plants and rocks appear.

<figure><img src="/files/0mRFg24G29itzjBPtuL8" alt=""><figcaption></figcaption></figure>

### 10. Rings

You can add rings to your planet by adding the Cosmic Ring component, and configure the Inner Radius and Outer Radius to define its range, as well as the number of visible asteroid sectors and their size.

<figure><img src="/files/PQVzwS8QhxF5mtuzTCOl" alt=""><figcaption></figcaption></figure>


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