Hey guys, over the break made up another lighting study in UE4. Only have some screens at the moment but will post a couple breakdown pictures later in the week.
The terrain was done in World Machine with the help of GeoGlyph and textures were done in photoshop/substance. Only other thing worth noting is that the terrain is not "Unreal Landscape" but just meshes. I used low geo meshes with explicit UV's, then baked heightmaps from higher poly meshes and combined them with height maps from the terrain textures. That way when the tessellation starts affecting the meshes, it also forms the terrain into a higher quality form.









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The bubbles are mesh particles with vertex coloring to aid in some animated shape expansion as they grow pop. They then erode away (based on the same vertex coloring) as they pop and some other particles spawn to keep the conservation of mass a bit (though that doesn't show super well with the video on every bubble). The last big step was lighting them with some SSS to help give them some color as they get thinner.
Regarding time it took me a bit under a week. Here's a bit of a breakdown
1 pebble texture ~1 day (it was done a while ago)
Messing around in world machine, height map and texture ~1 day
Getting the terrain in engine, baking maps, making shaders ~1 day
The bubbles and contrails, and the couple of smaller rocks ~ 1 day
Placing some random meshes, Lighting and Post ~ 1 day
Rendering out video, screens, etc ~ half a day
Hope that helps, and I'll get some more textures and stuff up tonight
The image you got off the height-map has all the characteristics of pictures taken at extremely high altitudes. You should not use it as a "close up" of the planet's terrain as it wouldn't match that in reality.
But those bubbles looks so awesome! Great job!
Also thanks for the kind words from everyone!