Nanite Tessellation for Landscapes & Static Meshes | Unreal Engine 5.4

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This video is about Nanite tessellation in unreal engine 5.4 for both landscapes and static meshes.

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LINKS & STUFF:

Copy these in the default engine file:
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1

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TIME STAMPS:

00:00 - intro
00:12 - enabling nanite tessellation
00:35 - creating the material
04:07 - considerations
04:58 - using it with landscapes
06:09 - outro

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HASHTAGS:

#3d #cgi #unrealengine #ue5 #unrealengine5

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MUSIC & SOUND EFFECTS:

Creative Commons / Attribution 4.0 International (CC BY 4.0)

Creative Commons / Attribution 4.0 International (CC BY 4.0)

Sound Effect from Pixabay
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If anyone is planning on using this for meshes, it's generally more performant if you go into the modeling tools and bake the displacement map into the mesh (basically making it a high-poly mesh) rather than tessellating at runtime

hellomistershifty
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Youve explained it so clearly and simply! Great teacher

nicholass
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Thanks for this amazing tutorial Hojjat!

RmaNYouTube
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great. so all displacement problem in unreal is solved! thanks friend.

arefrazavi
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Thank you Hoj Dee, as you said the cube has some gaps in the edges, and it seems could be fixed with a function in the material editor called "Cracked free displacement", but I can't find it... ¿has you heard about it?

gabrielmacarron
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Now do a video on how to get the Landscape Material to play nice with the Texture Variation node using Nanite Tessellation please! =)

yearight
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hey did I miss something in the considerations part ? You don't show to fix that, so there's no way to bypass the broken displacement is the seams ? Cause like for e.g in vray/corona displacement mod you have an option to tick "keep seams or borders" which fix the issue shown here, basically I have to unwrap according to what I want in order to produce a good result ?

zatlanibrahim
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@Hoj Dee - Did you try to play with third person character on landscape after displacing the mesh in nanite??? - Do you know that character lost any proper collision with landscape - the character foot either are floating very high in air or are walking trough displaced mesh!! - Do you know how to fix this problem??? Character must adapt to the newly displaced landscape in nanite! - how to do that??

II-ergj
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what file do you have to dowlaod to get the blueprint: MF_UVManipulation

samuel.......
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Hi, I have a question. This method seems to only work with light mode. How does path tracking solve the displacement problem

xuanlv-ro
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Hi Hoj, very helpful tutorial - I have followed all the steps you have given & double checked everything but for me it isn't changing the material for me. It is keeping it flat? Do You know why this could be? Thanks

Zush
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Magnitude parameter in the Material Instance has no effect, but changing the same parameter in the Parent Material is

1. I modified the default engine file.
2. I checked the 'Used with Nanite' option.

I followed the video instructions and verified everything repeatedly, but I still can't find the problem. This issue has been troubling me for a whole day.

蔡奕霏
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i find it strange that one of the big things epic was showing in their Rise of Hydra tech demo was tessellated nanite and that the way to activate it is through changing values in a text file. why isn't it just a checkbox somewhere in the editor.

red
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What to do for path tracing mode? Doesn’t support it, what should i do for the displacement there?

haniisog
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My nanotechnology mesh tears up on the edges even though there is no uv seam in that place, I have tried bevel edge, weight normals but it doesn’t work, please share any solution, the only solution I have found is to try edit normal from modeling tools but it gives weird stretched texture on edges.

knl
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Thank you! That's a bummer that we STILL need to edit the text file manually... 😢

AnimationWizardry
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hi, is there a way to increase the landscape nanite tassellation for super close up ?

federicojanni
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Is there a way to reduce the amount of polygons the tessellation process produces? I'd like to reduce it to dozens to hundreds let alone multiple millions.

LihimSidhe
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how can we paint landspace Mixing different surfaces while painting, such as sand and stone

UnrealEnginecode
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Hey man I need help badly. How can I add collision to a landscape that has nanite enabled. So I don’t walk though the nanite but walk on top of it

steve