Unreal 5.4 - Material Displacement With Nanite

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Topic: Shading In Unreal Engine

In this video we take a look at how to enable Material Displacement with Nanite in Unreal Engine 5.4. We also take a look at how to setup this Material Displacement and some issues that you should be aware of and tips and tricks on how to fix various issues with Displacements in Unreal.

Commands To Enable Nanite Displacement/Tessellation:
r.Nanite.Tessellation = 1
r.Nanite.AllowTessellation = 1

Animated Displacements / WPOs & Normals With HLSL:

Nanite Displacement Settings & Other Methods:

Patreon:

Discord:

Tags:
Unreal Engine Tutorials, Unreal Engine 5.4, Computer Graphics, Material Displacement, Height/Displacement Mapping, Nanite Displacement, Nanite Tessellation
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Commands To Enable Nanite Displacement/Tessellation:
r.Nanite.Tessellation = 1
r.Nanite.AllowTessellation = 1

Animated Displacements / WPOs & Normals With HLSL:

Nanite Displacement Settings & Other Methods:

renderbucket
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Great video as always! Also just thought I'd mention here that you can adjust displacement strength per material instance - very useful if you want the same material setup with different displacement values. Just type in "Displacement" in your material instance and you'll see the property override options. Loved your work-around for the normal issues in this!

ali.d
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Thank you for that enable tessellation button :)

Azaroth
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What I have not seen yet, is a video on the benefits of runtime dynamic displacement with nanite. for example, using a render target to make dynamic footprints in snow wit proper nanite detail. or dynamic damage to a static mesh using displacement. Would love to learn more about this sort of thing.

importon
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Wonderfull tutorial. You seems like an experienced guy. Can you please do a series on vertex paint system in unreal? like more complex stuff. Something like painting flowing water on a surface, and other tips and tricks related to it.

UnrealArtist
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Oh God finally someone find a way to calculate noise normal in UE! This has bugged me for years! Thank you kind sir!

Nevetsieg
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Pretty clear tutorial.. easy to understand..

BonkBonkad
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Good information. Especially the normal problem. Not being able to control the displacement strength via nodes is a mad decision. Hope that is added to the next version.

Fafmagic
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Now quick question, for Landscape material painting with multiple different types of textures (grass, sand, rock, etc), any chance you know how to create displacement with the texture variation node without it looking jarring? Because that would be great. That was the problem I left off on.

yearight
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I'm very sorry if this is obvious, but I am getting this error:

(Node DDX) Invalid node used in vertex/hull/domain shader input!

I thought maybe there was something about the input that wouldn't have worked with what I had, so I copied yours directly with the Noise node > DDX/DDY > Append > *-1 > Normalize > Append 1 > Normal, and this error shows when I apply the material. It's a surface material, opaque, default lit... I have no idea what is happening here!

Edit: Looks like I can't nest it within a material function, sorry. I thought this would be more convenient if I used it across multiple master materials.

M-gfgu
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I thought normal maps were to make a flat surface look detailed.. Could someone explain why you need normal maps at all if geometry detail is there?

mrburns
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I hope you make a lesson on the subject of the currency system. I'm working on a game like Subway, but the money that the player collects must be used to buy things. The problem is that I searched YouTube and didn't find a lesson on this subject, nor a project that was stopped because of this. I mean, if the player collects a coin, he must buy something like

characters or something else, but there is no explanation...😢😢❤

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