Nanite in UE5: The End of Polycounts? | Unreal Engine

preview_player
Показать описание
Nanite allows for millions of poly models to be rendered effortlessly in real time. But how does it work? In this feature video, we show you everything you need to know about working with high-res assets in real-time projects.
Рекомендации по теме
Комментарии
Автор

The vertex colors baking was REALLY interesting. Ty!

Azersz
Автор

hope ue5 also helps in efficient foliage rendering

singh-wzql
Автор

Thank you, finally a video which is not 2 hours long. You guys should start uploading more vids like this on other topics too.

farazkhan
Автор

Thank you for this! I like the: no unwrap/vertex color bake solution along with having the granular control of material detail in editor. Would love to see more about that technique.

ARMRgarden
Автор

I can't love UE5 enough for all the revolutionary tools that is going to humbly hand down to us lone poor artists that don't work for companies, corps or specialized teams.

silveraddydwimores
Автор

Nanite is amazing, can't wait for full version with VR.

BrianScotland
Автор

I've been refining my new work flows in UE5, and I must say the time saved is incredible! Even if the end result was relatively the same, the time saved on Nanite (and then Lumen on top of that!) is a TOTAL game changer! Thank you UE!

greaver
Автор

Would love to see a video just about that final texturing method using the vertex colors.

MillanSingh
Автор

Wow. Proxy Mesh use cases are insane! I thought building with nanite would kill any kind of scalability of a project. But Epic again thought about everything instead of mindlessly pumping out new features. Incredible. Really incredible.

harrysanders
Автор

Really appreciate putting this video out, especially in Blender. Note a bit of a mixture of terminology - Smoothing Groups is Max - Hard/soft edges is Blender (and all other apps I believe).

DanMcLaughlin
Автор

Thank you for covering the different UV workflows, that really stumped me when contemplating the process of unwrapping very high poly models.

alexhooi
Автор

This would make VR games much easier to run.
Which I am really excited to see, because visual processing is such a struggle with traditional LODs, especially with shadows or reflections in the mix, or high detail environments with objects

fuzziau
Автор

Nana is amazing, I did a video showing some real world examples performance from ue4 and then in ue5 with Nana and it was unbelievably spectacular. It's definitely a game changer 👍🏻

JohnDaniels
Автор

I think specifically 5th workflow of unwrapping "Dont bother with unwraps at all", is the best way of texturing your assets and is the future of texture/material workflow, because it is highly customizable, easier to do and does not require high amounts of HDD/SSD space unlike "baked" textures.

I am already using similar workflow (not exactly but; i have base matarial sets and using unique grayscale masks to give each asset a unique look while using tileable textures) and am really curious about limitations and details about this particular workflow. I hope we can see more videos/examples/tutorials about this topic. Thanks for the video.

swordsmancity
Автор

Great video format! And I love the continued featuring of Blender.

alekjwrgnwekfgn
Автор

Excellent video, well-paced, not too short or too long.

Simon-iqyl
Автор

Whoaaa! A real game changer, brilliant! Thank You <3

PawełWardecki-qw
Автор

im so glad its not live and instantly available

musicdudem
Автор

Unreal Engine is litterally any tool when it comes to computer engineering. Im so glad this stuff exists!

Palexite
Автор

Nanite is amazing. I hope it comes to mobile platforms.

shikhermyv