How to use Nanite for Games? Unreal Engine 5 for Games - Reduce the Size of your Megascans!

preview_player
Показать описание

Recommended videos:

Learn how to reduce the size of Nanite assets while still keeping the same quality. Megascans can offer a very nice quality of assets we can use in our games. However, they are not optimized and it is very easy to get your Hard Drive full of assets that are very heavy.

In this video you will learn how to use Material Layers, Material Layer Blends and leverage Nanite assets so you can have a high quality 3D model that uses only 1/3 of its original size.

This will not only help you to save some memory. But in the long run it will help you to make your games and scenes faster!

Questions? Let us know in the comments!

Timestamps:
00:00 Introduction
00:45 Shameless self promo
01:02 Analizing the Memory Size Problem
02:35 Creating Material Layers
07:49 Creating the Master Rock Material
12:05 Creating Material Layer Instances
19:02 Introduction to Masking
21:41 Creating a Material Layer Blend
33:29 Reutilizing Megascans Master Materials
40:47 Creating the Moss Material Layer
43:08 Creating the Slope Mask Material Layer Blend
49:33 Creating a Snow Material Instance
53:03 Size Memory comparison
55:14 Subscribe time lol

Get in contact with us here!

AFFILIATE LINKS*

*By making a purchase through any of our affiliate links, we receive a very small commission at no extra cost to you. This helps us on our mission to provide quality education to you. Thank you.

#gamedev #ue5 #unrealengine
Рекомендации по теме
Комментарии
Автор

Hello!👋


By purchasing any of those tutorials we will get a small commission at no extra cost for you! If you want to support the channel and level up your game dev skills this is a great way to do it! This helps us on our mission to provide high quality education to you for free!


If you liked this video, subscribe for more! Comment below what kind of Tutorial you would like to see next!👇

unfgames
Автор

I love the way you were giggling at Epic's silly notion that we would use something that massive for an individual making a game. I had the same reaction.

TheRealNickG
Автор

I can't wait! Megascans are great and all but they definitely have a huge footprint on storage and texture streaming. My team has elected to just shrink up the file size as well with the textures. Otherwise you literally can't use them.

SidneyJemison
Автор

Thank you for this tutorial. Works fantastically well for poor people like me that has very limited resourses at hand (shitty Laptop). This works well for mountains and rocks etc. Could this also be done for assets like trees? Is there anyway to have optimal minimal resourses for foilage?

floyd
Автор

Nice share!! Looks promising! Too bad that every time you say 'the same quality', 'no loss in quality', etc.. You zoom in and out around so quickly, that it isn't shown.. Going to try your method later and hope it'll be the quality you promise, with a reduced impact on RAM =D

thenoobdev
Автор

This is a great tutorial, but wouldn't it be better to use triplanar for effects like snow?

Cheers!

semirukiya
Автор

Everything is working great but I am wondering the best way to use this for multiple assets. Do I make material instances using the Material Attributes? Or Do I have to repeat the process for each item, what is the process? I posted on Discord, but no replies.

LArt
Автор

Hi!, great stuff! thank you so much for all this information,

I have a quick question.... why not use the original scanned textures as medium quality as background layer... and then use the other layers with surface textures?

I ask this because it would be really nice to keep the original scan textures.. but this could affect the performance? or we can use the original textures and then surfaces textures on the other layers?

Thank you so much for your time!

lancasterdevs
Автор

Does this make it easier or harder on the GPU/CPU? The textures are smaller, but does the overall greater detail and process of determining where certain textures should go based off of masks, etc increase GPU/CPU budget?

KaiserMei
Автор

Thank you. It helped me a lot. I do have a question though.
Are you really using (or studios are using) the nanite version for their games? (PC/consoles) or the LODs? I'm asking because, a nanite rock has 3M tris. It'll handle for an open world game? Or combine?

freekfps
Автор

thank you so much for sharing this knowledge

yogeshkumar-ocpg
Автор

With this approach, what do updates look like in quixel? Is it safe to use it without compromising the game using virtual streaming, even with some future Quixel update?

rafaeldspereira
Автор

Hey, i face some optimization problem, lower my fps, did these technic can increase the fps ?

Thank you

Ymoriart
Автор

What's the difference between your YouTube content and premium content in your website??

sembarang
Автор

Dunno why, but my unreal completely freezes when changing to ML_Rock_Rough @ 15:36 even in a brand new project.

kainoctis
Автор

Can we blend 4 material or just two because the 0 to 1 blend mean we can blend two only right??

laithalhebsi
Автор

Is there any performance different with traditional layer mask?

vrai_
Автор

how do we convert grunge material from megascanes to Greyscale ?? The megascane grunge material shows in green texture.

EMNM
Автор

I am new to unreal and I am facing a problem .my interface is in full screen and the whole left bar(place Actor) is missing. I accidentally closed it

WildWest
Автор

or you can download the medium version of the asset :)

dannyl