Unreal 5.3 - Displacement map and Tessellation in Nanite meshes! (NEW FEATURE TUTORIAL)

preview_player
Показать описание
In this short(er) tutorial I'll show how to use displacement or height maps with tessellation using Nanite meshes.
This new feature is available since Unreal 5.3 so it is still in experimental state, and has to be enabled in the configuration files.

PS: Switched to OBS so I'll upload better quality videos from now on! :)

Рекомендации по теме
Комментарии
Автор

This is absolutely incredible and super cool. Your breakdown was also very helpful.

GoodguyGastly
Автор

thanks a lot man, i saw this in another video and they didnt think to mention u had to enable it like that, i lost like 2 hours looking into old ways to do it, hope its released son it makes thing look amazing.

Slu
Автор

Thanks for this. I wanted to test but did not know why the displacement field was not appearing in my material. Your video addressed this for me.

Slayerthegreat
Автор

Nice, hopefully this comes out of beta and becomes a real feature soon. Knowing Unreal it will probably take a year, but good to see them getting this started.

krectus
Автор

Such a good explanation!
Thanks for sharing

saemranian
Автор

weird, if i connect my height map to the discplacement pin, the nanite meshes disappear

Punisher
Автор

This is awesome. Is there anywhere we can actually download this full example project that we could just open and try? The first project I mean.

jingato
Автор

I'm wondering... If you'd transform a heightmap into a displacement map, and you'd apply it to a flat plane, would you be able to create a "landscape" relief or even a hill? And if so, would this be something the player could walk on or would collision be difficult on such an extreme case? For top down games, that might be interesting.

laurensdesmet
Автор

Can you use this on a Nanite Landscape with multiple Weighted Blend Layers? Seems to work on simple materials but not showing up on blended landscape layers.

esparafucio
Автор

*Error: r.Nanite.AllowTessellation is read only!*
What you say about it?

Hieromonk.Augustine
Автор

Great video! You should combine your Roughness, Metallic and AO into one texture with Roughness in the Red Channel, Metallic in Green and AO in Blue. This saves on texture memory. I call this texture "ObjectName_RMAO". I'm curious though, is this actually less expensive than simply modeling the mesh? I feel like it wouldn't be.

TorQueMoD
Автор

Wait, so we couldn't use the displacement on nanite mesh before? And in the older version like 5.2?
If I use the height map on a nanite mesh in 5.2, will it work?
Thanks

minhhuynh
Автор

does the new tesselated mesh have its own normals that adhere to the geometry? Or does it require a normal map to make it look good? Just curious for memory.

I am curious how lighting behaves with the tesselated mesh if there is no normal map. If it still lights like it is flat geometry even though its bumped and more detailed.. or of it has its own normals to match the bends and curves of the new tesselated geometry.

mindped
Автор

Could you make a video about using nanite landscape and displacement with a material blend? I do get buggy terrain due to it.

waw
Автор

I need help. When I use displacement on an object with seams, I always get open cracks where the seams are. Please help

kristianrabakov
Автор

Why u play sleepy music on the background? 🥱

khalid
Автор

Really cool tut! Does tessellation works with path tracing?

Samuele_Lini_ARS
Автор

Que tal Enrique.. prueba trabajar mapas de desplazamiento con Geometry Script.. En el curro lo uso mucho, para crear formas organicas procedurales... Este añadido para nanite era necesario... Y bueno que nos quitaran las tesellation en shading para según que situaciones era muy útil, sobre todo en terrenos o en Shading para controlar mi densidad de malla en determinados FX.. nos quedan otras opciones pero para muchos una mala decisión por mucho nanite que tengamos ahora. Un merecido like por muchos de tus otros videos de FX. Salu2 Majo!!!.

roadtoenviromentartist
Автор

As you saying, your 3D artistry is poor and you make materials in Substance Designer. But let's imagine I already have some highpoly mesh, which I can bake on lowpoly to get Displacement map along with others.
Question is: is it good idea to use tesselation+one more map on lowpoly, or is it performance cheaper to simply import highpoly mesh to UE? I guess for one object it's cheaper to import highpoly and don't use tesselation.

lyoshko
Автор

Ok. You sat down to record a video.
First thing you tell for each object is "if only I had a light"...

Pretty sure you notice your mistake.

It's a cool video nonetheless and I enjoyed it, just wanted to point it out 😅

SephirothCS