Man I truly appreciate how you took time with this video and learned everything there is to know about Nanite before making a video about it. Unlike some other youtubers that just took advantage of new release and made terrible uninformative Nanite videos without even understanding how Nanite works in the first place.
Hey all, It would seem like I misheard, along with there being a typo in the Epic Livestream on Nanite @ 1:11:38. The powerpoint slide clearly says 6.14gb, but you can hear him say 16gb of nanite data on disk (Compressed). Still, not a crazy amount of data considering the size of the project. ruclips.net/video/TMorJX3Nj6U/видео.html
You can also select several meshes in Content Browser and right click, then click Nanite>Enable or >Disable in the context menu. Same as ticking the checkbox.
@@WilliamFaucher You can also add filter for static meshes on content browser, this will show all static meshes. You can then press Ctrl+A, which will select all static meshes in your content browser and convert all of them to Nanite at the same time.
Absolutely excellent to get the rundown on this. I'm fairly certain they mentioned they were trying to get foliage done. It's clearly not going to work in the early access but hopefully a lot of those things like foliage, hair/fur and skeletal meshes can get supported by Nanite at or after the full release. - Jamie
With overdraw, my understanding from the panel was it happens when you have a lot of stacked geometry where the surfaces are almost coplanar, so whatever occlusion testing they're doing is not accurate enough to know what to cull. That's why the ground planes are having more trouble than the rock faces which are usually more widely spaced. This is why I was advocating for some kind of landscape displacement to replace tessellation, so the ground can still be a landmass with some of the nice 3D Quixel materials applied, with Nanite meshes placed on top.
Yeah it is unfortunate that Landscape isn't supported by Lumen or Nanite at this time. Purely using nanite meshes isn't a great way to create large landscapes/panoramas. But hopefully that will change in the final release!
It is amazing that every subject I need for my professional work I can find on your channel. You give proper examples with comments that just hit the spot. Information that I can use and interpretate in my own work. The depht of you research is awesome and not found very much around here on other tutorials. Now lets get back into the engine, because you always motivate me to!
@@Paul-xu6gt nanite does not support opacity and or translucent shaders. Its sad, I know ;) It is something to look forward to. I also tried working around this, but not yet found a way to use alphas etc.
@@Paul-xu6gt for now yes, or you go on an adventure and model all leaves. So no alpha, no translucency. But that is going to be a poly killer. I hope it will work in future releases, or we find a way to make it work. If so, i let you know.
Another awesome video. The main feature that I want is transparent objects. Buildings with windows are not possible unless you remove the window material or the window geometry. I had to do this for several buildings but the difference in rendering was so much better even if all the windows are gone!
A really easy way to use it is just decimate your mesh in Zbrush(with preserved UV's) and import it in UE5. Real easy way to make a good looking scene, easy to iterate.
@@ecs-p3196 It will definitely make a difference in file size. At some point you don't need 20 million triangles for a model that occupies 1% of the screenspace. Decimating makes it easier to UV, texture, and reduces the space it takes up on disk, even if Nanite compresses data very well.
@@WilliamFaucher Hey, I am trying to creat a game and it will be a super nice if you explain a lot of things in unreal engine 5. I know few things like creating main menu like a widget and few things like landscape but it will be so helpful if you explain more about how to make the 3d assest from bridge quixel for example HUGE CANYON SANDSTONE MESA like I tried to importe it to UE5 landscape and try to hop on it but instead I went through it can you explain how to make it real like solid
@@Urek-Treadway-xD-77 Hey man, that goes beyond the scope of this channel. I make tutorials on UE, more specifically creating cinematics, and rendering. There are many other channels focused on making games, though!
@@WilliamFaucher Oh ok well thanks but if you can specifically name a channel that really help me in what i need that will be great if you name it because i been trying to solve it or look for it on youtube google and not find a solution. But anyway thank you for replying you are quick when you and that a good thing.
So Nanite compresses very well the meshs and the texture starts to become the problem. But fortunetely, in UE4.27 we started to get the Oodle Texture compression!!! :) What a great time to be alive.
Compressing a mesh just means it can be loaded quicker from disk. It doesn't benefit the rendering because it has to be uncompressed before rendering anyway.
obviously you should also keep in mind that A) the map made for The Ancient demo is in NO WAY optimized, it was more a "can we do this?" kind of thing than a "should we do this?" kind of thing, while it's certainly possible to make an entire landscape out of megascans assets, it's probably, as far as optimization for games is concerned, not the smartest way to do things and B) UE5 is basically just a preview version at this point and so is Nanite (and Lumen as well for that matter) and are in NO WAY production ready yet. You can of course start some projects and prototypes and all that good stuff, but don't expect the best performance it could or should give you yet, it's simple: it's early access. If this is what Epic has in store for us with an EARLY ACCESS, I can't wait to see what's gonna happen with UE5 v1.0 later this year (hopefully).
Yeah 100%, like most Unreal Tech Demoes in the past, this is more of a "hey this is what you CAN do", rather than a "this is what you SHOULD do" type of thing.
Great video, incredibly clear and concise. For most Unreal users, this is much better than watching an hour long deep dive into info that doesn't really matter to us. Thanks!
A little correction here.. nanite meshes doesn't take that little drive space for us developers because uasset files still need to store the original mesh plus metadata etc. but it does compress the meshes in packaged version of the game so that's good news for gamer's hard drives.. not so much for developers xD they still take a ton of Gb in editor.
Not according to Epic, no. As mentioned, the Nanite uassets take up about 6gb on disk. I'm trying to verify this locally, but it's a bit tricky to use the SizeMap feature because it includes all references. But even with the SizeMap feature, all the nanite geo + everything they reference is just 16gb for the whole project, in editor, for us devs, which is nuts.
@@WilliamFaucher No idea where you got that 6Gb figure.. I opened valley of the ancient demo and the Megascans folder has 29Gb worth of static meshes and 7Gb worth of textures for instance..?
Just found your RUclips channel and subbed. I have been learning how to make a game in Unity but just started doing some UE5 tutorials and I'm already loving UE5 so much. I came here because I just needed to started understanding how UE5 is managing to do things that I just can't do it Unity. Thank you! :)
Im interested to see what workflows build up around Nanite, Hearing these restrictions makes it sound like an interesting technical challenge to use to its best (my idea of fun :D)
Kindof yes, but kindof makes me worried about foliage since look how it is almost nonexistent in all recent Unreal-hype videos hmmm, it's all about those Mars-like beautiful rock formations. Hmmm, still hyped though.
@@irecordwithaphone1856 You just won't be able to make it move like natural foliage if you want to enable nanite on those. They'll have to be static, if I'm right, which is a shame. He also forgot to mention that nanite does not support vertex paint (all tho it supports vertex color), which is giving me headaches right now D:
One that occurs to me, is the possibility of having hybrid meshes. Imagine doing something, like having a tree. Where the roots and trunk are done with nanite, and then you have the branches and leaves done traditionally. SO you can animate them and have alpha channels on the leaves. Maybe objects being nanite, until they need to be animated. For example, you could have an object that will have simulated physics, so perhaps it will be nanite, until it moves. And once it stops moving it turns to nanite again. I think there will be a lot of hybrid workflows and meshes.
10:17 so no foliage.. what about tree trunk.. can I paint nanite zones on meshes ? that let me control what parts of a mesh i can to be nanite say ignoring the leaves? weight type paint
@@WilliamFaucher This seems to be a big misconception about Nanite, a lot of people I see seem to have the impression that Nanite is a global system, and I think it needs to be better addressed since it's turning a surprising amount of people away from UE5.
how you could save your projects with reduced file size with nanite, I mean yes the nanite does compress meshes, but since it is non-destructive, we still have huge file size meshes in our content browser which lead to humongous project file sizes.
The nanite data on the Valley of the Ancient Demo is only about 16gb out of 100gb, it takes up way less space than just regular static mesh data considering the detail.
To go a bit more into the file size of the Nanite Valley demo. It's a 100 gb project, but 24 gb when it's packaged as a game. The project files contain things like uncompressed versions of textures and your source models. UE4/5 of course doesn't include that extra data when packaging a game, but it's really nice to have in a project in case you need to export out a model, or increase the resolution of a Nanite mesh or whatever. Otherwise it would be a much more destructive workflow.
Thanks for a great video! Very nicely explained :) For me, the thing that blows me away is that the entire system uses one draw call! I recall hearing that there is a 4ms base cost to use nanite, and I wonder how that'll impact its potential for VR and high-fps games.
For archvis and similar purposes aggregated geometry is kinda ok. Performance is ok-ish on something like trees but leaves will disappear at distance. This can be fixed by setting nanite.maxpixelsperedge command to below 1 and while this does lower performance it will still be orders of magnitude faster than regular static meshes. It's just not something reasonable for games.
@@WilliamFaucher I was just going through all nanite commands cause my tree leaves were disappearing in a scene and this one fixed it. It works like a screenspace tesselation on per pixel basis. If your tree leaves for example are just few pixels wide and those vertices aren't connected to anything, then nanite cannot collapse edges without removing the small part all together.
Just to be clear, Nanite doesn't directly affect the texture requirements. I think the Valley of the Ancient download size might have confused a lot of people, but you shouldn't directly correlate that specific project with what we are actually going to see for a shipped product. Quixel and Epic wanted to showcase the brand new features of the engine and push the visual quality fairly high, and they had very limited time and had to work with an early version of the engine, where a lot of things where new to a lot of people. The techniques they used to create that demo was not necessarily the best practices, in terms of what you would actually do for a public AAA game release. You saw the overdraw issue, which was not really intended to be that prominent in the first place, but was still there in the demo because of the way they decided to create the terrain. But coming back to the textures, they went a bit overboard with the texture resolution, a lot of them are 8K, if you look at the textures used for Echo (the character), just for her head alone I calculated 465MB of disk space. Also, most of the shader tricks in UE4 are still applicable to UE5 (and Nanite), that means you can certainly use moderately sized tiling textures and detailed maps with simple masks to cover a lot of ground, just like any current games and it would work just fine, would look good and wouldn't take up huge disk space. Finally, the 100GB download that everybody are talking about is the size for the UE5 project, not the cooked game. It includes way more stuff that won't be included in the final executable (cache data to load the levels faster, original textures, etc...). For example, I mentioned the 8K textures for the head, well some of them are sourced at 8K, but they are capped at 4K for the cooked product. I think we can see the trend of games having some kind of online component required, and so developers can more easily push content now. Note also that one of the new UE5 features is the Game Features and Modular Gameplay plugin which allows devs to better create standalone / modular features that can be dynamically injected into games. So I won't be surprised if we keep seeing more and more games where you would download the bare minimum to start the game and it would then automatically stream new features and content as required.
Never heared an English native with a speech defect. :D No offense, its still a pleasure to watch your video and listen to your explanation. Was just surprised :D Keep on doing! Edit: oh man... Now I want to start with map editing,but in totally clueless xD
7:56 so what, Epic Games developed Occlusion Culling and suddenly it's not a thing anymore ? Pretty sure you can nanites manage pretty well their position in s pace with occlusion culling. As I understand it, the amount of geometry stacked doesn't matter if it's occluded and therefore not rendered.
Yes. It matters. Occlusion culling is still a thing. But each and every cluster is being culled or rendered every frame. That is what causes the issue with overlapping, especially at glancing angles. Every time the camera moves, thousands of clusters are simultaneously culled or shown and vice versa. I’m not making this up, it was confirmed by epics own development team.
@@gonzalonovoa8137 I think only if the pores are actually open like a wire fence has holes going through, whereas something with dimples like a golf ball should work. Haven't tried it yet.
I’m keen to see if Nanite works with heavy CAD models - has anybody tried this yet? All of the demos I’ve seen so far are based on very organic geometry rather than engineered hard surface type models. Thanks for the great video, straight to the point as always...
This is one of the shortest nanite tutorials but by far the best... Same for your other tutorials... You should try out cloning yourself so you can make more tutorials
Nice descriptions. As someone who did numerical computation, I am curious about the math in the culling. As someone who also did imaging of those computational results, the nanite results are very exciting. I feel both conflicted and enthusiastic as I want to know more detail, though I am no longer doing this work.
Yeah, the overdraw is a concern but still handles it better than without Nanite lol. The reason why it cant cull sometimes is because the cluster bounding box is partially visible. This happens with clusters together at tight angles or far distances because there is more chance of the bounding boxes being visible.
On the stacked geometry problem - if you kick out a big ol fbx from unreal with all of your combined SM objects (big if, considering how costly the operation would be) could you theoretically delete all of the leftover geometry in a DCC and bring it back in to improve performance?
Great video and a good concentration of info from that live stream :) I just wonder about, what is the best mesh design for both Nanite AND Lumen. As far, as i understand, Nanite prefers (big) meshes, that are not stacked upon each other. Lumen on the other hand does not like complex forms, and going by what they said in the live stream, it´s probably best, if every wall segment is it´s own mesh. So a Deathstar like surface, where a ton of Greebles are spread across a large flat surface might work well for both, if all those Greebles are just simple shapes and arranged side by side. A Borg Cube with all it´s fine pipes and small clusters, that are arranged in endless layers through the whole Cube might be a not so good idea, especially, if those smaller clusters are all complex meshes (since Lumen prefers simple shapes). Edit: Hah, someone already made a Deathstar from a ton of free available Greebles ^.^ ruclips.net/video/kRU7VugZCLs/видео.html
I love these UE5 videos. William explains it all so well + is ultra knowledgable with all the tech side of this complex software too! I was wondering if a scene could be half nanite for the rocky assets and half non nanite for the foliage/trees ? Or better still if Epic designed a system for each ie nanite rocks + nanite foliage to solve the culling issue
What computer setup are you using for these demos with Unreal Engine 5? I really appreciate your tutorials but would love to know what you are using in your work.
Yes, and you can simply use the Vertex Color node in the material editor to read the data (and you can plug it in Base Color or do anything you want with it in the shader).
Hi Sir, I am facing some problem regarding datasmith camera. When i export a datasmith file from 3ds max to ue and create a sequence in ue, the field of view is different. Datasmith import camera animation and everything correctly but not the fov. Why the same camera behave differently in 3ds and UE ? I can change the current focal length of the UE camera so that the “Current Horizontal FOV” of the UE can match the “FOV” of 3ds max to have the FOValmost same. but it can not be matched perfectly due to lots of decimal point so the cg layer will slide in after effects. i think all the camera properties should be automatically matched by datasmith including the field of view. I tried in UE4.26, UE4.27 and UE5. Same problem My workflow in UE: Import datasmith file in UE It automatically place everything imported on the scene I create a new sequence add new “camera cut track” and assign the camera (imported through datasmith) add new “shot track” and assign the sequence (imported through datasmith) am i doing something wrong ? please help, i am new to the UE Thanks in advance.
@@WilliamFaucher Thank You for the quick reply Sir. Can you please give me some more hint that how can i achieve this. In the workflow i didnt touch the camera setting anywhere so i supposed that the datasmith importer should handle this automatically. means the datasmith should export the camera from 3ds as it is present in 3ds.
@@shahnawazrazi8939 Yeah you will need to adjust the Sensor Height and Sensor Width in Unreal, to match whatever it was in 3dsMax :) That should fix your incorrect FoV issue.
@@WilliamFaucher It worked. Thanks for the help. By putting the correct focal length, sensor width and height manually, the field of view automatically matched. Thanks a lot... ❤️❤️
i don´t know so much about how these kind i stuff works, but shouldn´t it be possible, with some script or something to just remove the stuff you don´t see? or is it connected with the polygons or something? i though like you put a carpet over everything, and it will only render the parts covered. like with other stuff like a rock clipping into another and the rock is partly within the other rock, is it not possible to make it so if that happens the parts that clips into another object just dissappears? well i do not really know how it works. But i always find i kind of odd, if such stuff partly is a reason why games can be demanding. maybe it doesn´t even happen that much though..
It works but you'll encounter a few random artifacts that can be fixed. I made a video recently about fixing that. I wouldn't use raytraced GI though, it's nowhere nearly as good as Lumen. Raytraced shadows however look better.
So if I would like to use it in archviz, it would work awesomely for sofas, beds, all complex furnitures with maybe 5-6 materials per model, but if I have and entire apartment where each wall is a "2 triangles" rectangle mesh it would just fail miserably... have I deduced correctly?
Actually entire walls would be fine! Because they are thin stringy meshes. Pretty much the only time Nanite isn't so good is for porous objects, like anything that has thin holes in them. Like plants, or the spokes of a bicycle. Even for something as simple as a cube, might as well turn nanite on because it will manage the memory better.
What about the weird thing that all the nanite meshes in the scene are not visible in wireframe mode, for example from the top view? It's kind of annoying.
@@WilliamFaucher I am testing Nanite even with not so dense meshes...would be nice to see them in wireframe 😅 I guess it's because of the virtualized static meshes nature of Nanite tech.
You said that nanite makes better looking virtual shadows map, but you mean the Shadow projected in a nanite surface, or the Shadow casted by a nanite mesh?
Both, I suppose! Ue5 uses what we call virtualized shadow maps, which are up to 16k per light, and are optimized to load only what is visible, it works in conjunction with Lumen.
hi pls explain kitbashing in detail and reuse those kitbash to design a new world level. because i have 4.6 mi polygon single industrial rack to be scattered as ton of racks organized as multiple clusters of the Racks.
Would it possible to implement raytracing/raymarching from the camera and have each ray tell the nanite system of it's "first collision" data and then tell the draw call which geometry's that actually matter from the player's perspective (culling? i believe) so that nanite can save resources from overdrawing stuff that can't be seen?
Man I truly appreciate how you took time with this video and learned everything there is to know about Nanite before making a video about it. Unlike some other youtubers that just took advantage of new release and made terrible uninformative Nanite videos without even understanding how Nanite works in the first place.
Thank you! I really appreciate that!
Yea this is the only video I've seen that actually explains how nanite works
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
Sensei?
Agree
Hey all, It would seem like I misheard, along with there being a typo in the Epic Livestream on Nanite @ 1:11:38. The powerpoint slide clearly says 6.14gb, but you can hear him say 16gb of nanite data on disk (Compressed). Still, not a crazy amount of data considering the size of the project.
ruclips.net/video/TMorJX3Nj6U/видео.html
You can also select several meshes in Content Browser and right click, then click Nanite>Enable or >Disable in the context menu. Same as ticking the checkbox.
Oh that’s awesome! Thanks for sharing
@@WilliamFaucher Thanks for sharing all your knowledge
@@WilliamFaucher You can also add filter for static meshes on content browser, this will show all static meshes. You can then press Ctrl+A, which will select all static meshes in your content browser and convert all of them to Nanite at the same time.
@@Navhkrin Which will make your pc crash, especially for megascans lol, don't try 😂
@@azaelsergal It's okay let people try, maybe their PCs can handle it who knows
Instead saving stuff before doing things might be better lol
Updated: In Unreal Engine 5.1 update nanite supports foliages (aggregate geometry)
Absolutely excellent to get the rundown on this. I'm fairly certain they mentioned they were trying to get foliage done. It's clearly not going to work in the early access but hopefully a lot of those things like foliage, hair/fur and skeletal meshes can get supported by Nanite at or after the full release.
- Jamie
Man thanks so much for these things🤗....I need a deconstruction scene tutorial please😊
ruclips.net/video/TABymp8AzMY/видео.html&ab_channel=Quixel Like this one 👉👈😅😅
With overdraw, my understanding from the panel was it happens when you have a lot of stacked geometry where the surfaces are almost coplanar, so whatever occlusion testing they're doing is not accurate enough to know what to cull. That's why the ground planes are having more trouble than the rock faces which are usually more widely spaced. This is why I was advocating for some kind of landscape displacement to replace tessellation, so the ground can still be a landmass with some of the nice 3D Quixel materials applied, with Nanite meshes placed on top.
Yeah it is unfortunate that Landscape isn't supported by Lumen or Nanite at this time. Purely using nanite meshes isn't a great way to create large landscapes/panoramas. But hopefully that will change in the final release!
I still don't know what nanite is
Oh yes I've been waiting for a video on this ever since I got ue5, thanks!
haha you're welcome!
That was a great summary of the UE5 Inside session about nanite. Thanks :)
Thank you!
Thanks for giving us a compressed version of the 2 hours stream)
It is amazing that every subject I need for my professional work I can find on your channel. You give proper examples with comments that just hit the spot.
Information that I can use and interpretate in my own work. The depht of you research is awesome and not found very much around here on other tutorials.
Now lets get back into the engine, because you always motivate me to!
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
@@Paul-xu6gt nanite does not support opacity and or translucent shaders. Its sad, I know ;)
It is something to look forward to.
I also tried working around this, but not yet found a way to use alphas etc.
@@thijsw1983 ok, thx a lot, so for now it is completely unusable for trees?
@@Paul-xu6gt for now yes, or you go on an adventure and model all leaves. So no alpha, no translucency. But that is going to be a poly killer. I hope it will work in future releases, or we find a way to make it work. If so, i let you know.
@@thijsw1983 how do you activate alpha and translucency btw? (im new to ue), and what do you mean by poly killer? thx for your answers
Another awesome video. The main feature that I want is transparent objects. Buildings with windows are not possible unless you remove the window material or the window geometry. I had to do this for several buildings but the difference in rendering was so much better even if all the windows are gone!
Thank you! Yeah you'll have to have windows as separate geometry for the time being. Not ideal but hopefully they fix this soon!
A really easy way to use it is just decimate your mesh in Zbrush(with preserved UV's) and import it in UE5.
Real easy way to make a good looking scene, easy to iterate.
Definitely, this stuff is the future
Sorry what is the point of decimating? Sounds like it wouldn't make much of a difference with nanite
@@ecs-p3196 It will definitely make a difference in file size. At some point you don't need 20 million triangles for a model that occupies 1% of the screenspace. Decimating makes it easier to UV, texture, and reduces the space it takes up on disk, even if Nanite compresses data very well.
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
@@Paul-xu6gt As far as I know Nanite isn't suitable for foliage...yet.
I've been really confused about nanite up till now. Great video, I'm really excited to go implement this new knowledge now.
I'm waiting for this for like 2 weeks! thanks a lot!
Cheers!
man i like how you explain thgins keep it going
Thank you very much!
@@WilliamFaucher Hey, I am trying to creat a game and it will be a super nice if you explain a lot of things in unreal engine 5. I know few things like creating main menu like a widget and few things like landscape but it will be so helpful if you explain more about how to make the 3d assest from bridge quixel for example HUGE CANYON SANDSTONE MESA like I tried to importe it to UE5 landscape and try to hop on it but instead I went through it can you explain how to make it real like solid
@@Urek-Treadway-xD-77 Hey man, that goes beyond the scope of this channel. I make tutorials on UE, more specifically creating cinematics, and rendering. There are many other channels focused on making games, though!
@@WilliamFaucher Oh ok well thanks but if you can specifically name a channel that really help me in what i need that will be great if you name it because i been trying to solve it or look for it on youtube google and not find a solution. But anyway thank you for replying you are quick when you and that a good thing.
Seeing this technology finally made me jump from Unity to Unreal. Oh my god I love it. Just wish I'd done it sooner.
Started out with unity but unreal is so much more user friendly
@@wannabefoleyartist9635 Seriously? User friendly? I live and die for Unreal, but I've never heard it called user friendly.
@@dIancaster i can’t program for shit. But blueprint god i love that stuff
@@wannabefoleyartist9635 Oh, yeah, I love that. Way better than Unity's Bolt.
The video quality here is amazing. Image is crazy sharp! Great face lighting
With 5.1 nanite supports foliage and its awesome. Good to see how hard they work on the engine
Your nanite lecture is realy understandable and a brief on nanite will help unreal. I don't have any other question on nanite
super awesome in depth explanation. great show!
Thank you so much!
So Nanite compresses very well the meshs and the texture starts to become the problem. But fortunetely, in UE4.27 we started to get the Oodle Texture compression!!! :) What a great time to be alive.
Compressing a mesh just means it can be loaded quicker from disk. It doesn't benefit the rendering because it has to be uncompressed before rendering anyway.
Irrelevant-- UE4 doesn't have Nanites and UE5 doesn't have Oodle compression. Neither can benefit from the either's improvements.
@@dIancaster well, what I mean is that since 4.27 implemented oodle, obviously it will be ported to 5.0 too, not the oposite.
@@youtubi123youtubipel Oh, yeah, fingers crossed.
obviously you should also keep in mind that A) the map made for The Ancient demo is in NO WAY optimized, it was more a "can we do this?" kind of thing than a "should we do this?" kind of thing, while it's certainly possible to make an entire landscape out of megascans assets, it's probably, as far as optimization for games is concerned, not the smartest way to do things and B) UE5 is basically just a preview version at this point and so is Nanite (and Lumen as well for that matter) and are in NO WAY production ready yet. You can of course start some projects and prototypes and all that good stuff, but don't expect the best performance it could or should give you yet, it's simple: it's early access. If this is what Epic has in store for us with an EARLY ACCESS, I can't wait to see what's gonna happen with UE5 v1.0 later this year (hopefully).
Yeah 100%, like most Unreal Tech Demoes in the past, this is more of a "hey this is what you CAN do", rather than a "this is what you SHOULD do" type of thing.
This is great content, thanks for making this vid.
Also my reaction when seeing nanite inner workings : 3:59
Great video, incredibly clear and concise. For most Unreal users, this is much better than watching an hour long deep dive into info that doesn't really matter to us.
Thanks!
A little correction here.. nanite meshes doesn't take that little drive space for us developers because uasset files still need to store the original mesh plus metadata etc. but it does compress the meshes in packaged version of the game so that's good news for gamer's hard drives.. not so much for developers xD they still take a ton of Gb in editor.
Not according to Epic, no. As mentioned, the Nanite uassets take up about 6gb on disk. I'm trying to verify this locally, but it's a bit tricky to use the SizeMap feature because it includes all references. But even with the SizeMap feature, all the nanite geo + everything they reference is just 16gb for the whole project, in editor, for us devs, which is nuts.
@@WilliamFaucher No idea where you got that 6Gb figure.. I opened valley of the ancient demo and the Megascans folder has 29Gb worth of static meshes and 7Gb worth of textures for instance..?
@@takisk.7698 It’s taken from epics own livestream, bear in mind 6gb is the compressed nanite data :)
That music at 00:18 got me thinking i'm watching That Chapter videos with Mike. Oh now i must go binge once this video finishes haha
Just found your RUclips channel and subbed. I have been learning how to make a game in Unity but just started doing some UE5 tutorials and I'm already loving UE5 so much. I came here because I just needed to started understanding how UE5 is managing to do things that I just can't do it Unity. Thank you! :)
Im interested to see what workflows build up around Nanite, Hearing these restrictions makes it sound like an interesting technical challenge to use to its best (my idea of fun :D)
Kindof yes, but kindof makes me worried about foliage since look how it is almost nonexistent in all recent Unreal-hype videos hmmm, it's all about those Mars-like beautiful rock formations. Hmmm, still hyped though.
@@meowinferalas Quixel has nanite foliage you can also import, I tried it myself with some bushes. No issue
@@irecordwithaphone1856 You just won't be able to make it move like natural foliage if you want to enable nanite on those. They'll have to be static, if I'm right, which is a shame. He also forgot to mention that nanite does not support vertex paint (all tho it supports vertex color), which is giving me headaches right now D:
One that occurs to me, is the possibility of having hybrid meshes. Imagine doing something, like having a tree. Where the roots and trunk are done with nanite, and then you have the branches and leaves done traditionally. SO you can animate them and have alpha channels on the leaves.
Maybe objects being nanite, until they need to be animated. For example, you could have an object that will have simulated physics, so perhaps it will be nanite, until it moves. And once it stops moving it turns to nanite again.
I think there will be a lot of hybrid workflows and meshes.
10:17 so no foliage.. what about tree trunk.. can I paint nanite zones on meshes ? that let me control what parts of a mesh i can to be nanite say ignoring the leaves? weight type paint
Nanite is turned on per-object. So if you want one part nanite and another part non-nanite, they need to be separate static meshes.
@@WilliamFaucher This seems to be a big misconception about Nanite, a lot of people I see seem to have the impression that Nanite is a global system, and I think it needs to be better addressed since it's turning a surprising amount of people away from UE5.
Great start for my day, thanks.
Cheers!
perfect tieming my man, just about to start my first scene in ue5
Good luck!
u guys know any UE5 discord?
😂 . I hate when people tell me “good luck”. Do something awesome dude. UE5! Come on🦾
This video was really good every other video only lists the pros and not the cons and u listed both :3
Thanks so much!
Thank you for this video. Good clean explanation without the whole ramble around many other youtubers do.
you are an angle dude. God sent🙌.
Thank you!
how you could save your projects with reduced file size with nanite, I mean yes the nanite does compress meshes, but since it is non-destructive, we still have huge file size meshes in our content browser which lead to humongous project file sizes.
The nanite data on the Valley of the Ancient Demo is only about 16gb out of 100gb, it takes up way less space than just regular static mesh data considering the detail.
1:58 why not angel as well? i cant see at a 90 curve as well as face value to the camera... 45 would be at least half res using nanite
Angle doesn't affect the amount of pixels that need to be rendered. Size on screen is what matters most here.
To go a bit more into the file size of the Nanite Valley demo.
It's a 100 gb project, but 24 gb when it's packaged as a game. The project files contain things like uncompressed versions of textures and your source models. UE4/5 of course doesn't include that extra data when packaging a game, but it's really nice to have in a project in case you need to export out a model, or increase the resolution of a Nanite mesh or whatever. Otherwise it would be a much more destructive workflow.
Yeah I can't really speak for the packaged size of things, only editor stuff. Crazy how compression works eh?
8:55 is it still not recommended to use it now that Foliage has better Nanite support with 5.1.1?
You can use nanite with foliage now no problem
You are quickly becoming one of my favourite people who are doing videos on unreal engine
Ah geez thanks so much! -
I learned many highly important bonkers details about nanite. This was very informative.
Thanks for a great video! Very nicely explained :) For me, the thing that blows me away is that the entire system uses one draw call! I recall hearing that there is a 4ms base cost to use nanite, and I wonder how that'll impact its potential for VR and high-fps games.
Yeah that's a good point! I'm sure Epic is going to improve that performance overall however.
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
5.1 made nanite usable on foliage.
Great vid, very clear explanation of stuff that was once over my head, thanks
Thanks for distilling down to this helpful nugget 🙏
Cheers!
especially the summary at the end
Your channel is pure quality information bro!
Thanks, Jennifer! I appreciate it!
My faborite UE youtuber. Thank you for the info.
Thank you! I'm honored :)
Fantastic video and summary, thanks a lot!
Thank you! Did help me a lot to get the essence of UE5 basic concepts.
For archvis and similar purposes aggregated geometry is kinda ok. Performance is ok-ish on something like trees but leaves will disappear at distance. This can be fixed by setting nanite.maxpixelsperedge command to below 1 and while this does lower performance it will still be orders of magnitude faster than regular static meshes. It's just not something reasonable for games.
Very very good to know! I haven’t seen this console command anywhere, how did you find it??
@@WilliamFaucher I was just going through all nanite commands cause my tree leaves were disappearing in a scene and this one fixed it. It works like a screenspace tesselation on per pixel basis. If your tree leaves for example are just few pixels wide and those vertices aren't connected to anything, then nanite cannot collapse edges without removing the small part all together.
great thanks william for the great work.
Thank you!
4:00 so it's possible that in future games, texture-resolution will be selectable prior to download, and thus effect game size, download time, etc?
That's a good question! I'm not informed enough on the topic to really say however.
Just to be clear, Nanite doesn't directly affect the texture requirements. I think the Valley of the Ancient download size might have confused a lot of people, but you shouldn't directly correlate that specific project with what we are actually going to see for a shipped product.
Quixel and Epic wanted to showcase the brand new features of the engine and push the visual quality fairly high, and they had very limited time and had to work with an early version of the engine, where a lot of things where new to a lot of people. The techniques they used to create that demo was not necessarily the best practices, in terms of what you would actually do for a public AAA game release. You saw the overdraw issue, which was not really intended to be that prominent in the first place, but was still there in the demo because of the way they decided to create the terrain.
But coming back to the textures, they went a bit overboard with the texture resolution, a lot of them are 8K, if you look at the textures used for Echo (the character), just for her head alone I calculated 465MB of disk space.
Also, most of the shader tricks in UE4 are still applicable to UE5 (and Nanite), that means you can certainly use moderately sized tiling textures and detailed maps with simple masks to cover a lot of ground, just like any current games and it would work just fine, would look good and wouldn't take up huge disk space.
Finally, the 100GB download that everybody are talking about is the size for the UE5 project, not the cooked game. It includes way more stuff that won't be included in the final executable (cache data to load the levels faster, original textures, etc...). For example, I mentioned the 8K textures for the head, well some of them are sourced at 8K, but they are capped at 4K for the cooked product.
I think we can see the trend of games having some kind of online component required, and so developers can more easily push content now. Note also that one of the new UE5 features is the Game Features and Modular Gameplay plugin which allows devs to better create standalone / modular features that can be dynamically injected into games. So I won't be surprised if we keep seeing more and more games where you would download the bare minimum to start the game and it would then automatically stream new features and content as required.
always stoked to see a new WF drop!
Youre too kind!
What an interesting video, thanks a lot man!!
Never heared an English native with a speech defect. :D
No offense, its still a pleasure to watch your video and listen to your explanation.
Was just surprised :D
Keep on doing!
Edit: oh man... Now I want to start with map editing,but in totally clueless xD
hehe I'm deaf, that's why :) Glad it could help!
i love you William the videos are so easy to understand
Thanks so much!
Great video as aways.
Thank you!
loving the tutorials
Thank you!
Thank you!
7:56 so what, Epic Games developed Occlusion Culling and suddenly it's not a thing anymore ? Pretty sure you can nanites manage pretty well their position in s pace with occlusion culling. As I understand it, the amount of geometry stacked doesn't matter if it's occluded and therefore not rendered.
Yes. It matters. Occlusion culling is still a thing. But each and every cluster is being culled or rendered every frame. That is what causes the issue with overlapping, especially at glancing angles. Every time the camera moves, thousands of clusters are simultaneously culled or shown and vice versa. I’m not making this up, it was confirmed by epics own development team.
Loving your content! Learned so much from you.
Hmm I wonder how nanite would handle closed leave foliage (3d leaves) instead of open cards... Thanks for the video as usual, great stuff!
I tried, and same problem. The issue is less the fact that it is an open mesh, and more the fact that there are holes BETWEEN other leaves.
@@WilliamFaucher So basically any 3d model that has a porous structure won’t work?
@@gonzalonovoa8137 I think only if the pores are actually open like a wire fence has holes going through, whereas something with dimples like a golf ball should work. Haven't tried it yet.
You video really helped me understand how to judge a Nanite-friendly mesh, thanks for the sharing as usual!
Thanks Maria! I'm glad it could help!
Thanks a lot for all the information you are giving to us ,since unreal engine 4 and now at 5 ., best regards
I’m keen to see if Nanite works with heavy CAD models - has anybody tried this yet? All of the demos I’ve seen so far are based on very organic geometry rather than engineered hard surface type models. Thanks for the great video, straight to the point as always...
Hard surface stuff will absolutely work! As long as it’s not long thin stringy aggregate geo :)
Awesome content, technical enough to stand out and yet still very concise and clear. Thank you :-)
This is one of the shortest nanite tutorials but by far the best... Same for your other tutorials... You should try out cloning yourself so you can make more tutorials
This is sick. Thanks man!
Cheers! Thanks for watching!
Nice descriptions. As someone who did numerical computation, I am curious about the math in the culling. As someone who also did imaging of those computational results, the nanite results are very exciting. I feel both conflicted and enthusiastic as I want to know more detail, though I am no longer doing this work.
Hello, I have a doubt regarding the theme textures in susbtance painter, for nanite meshes, how to texturize with designs with many polygons ?
I'll be covering that real soon ;)
@@WilliamFaucher As always thank you very much
Ptex texture painting in 3DCoat.
@@tkk0o Thanks, I don't use 3d coast, quality textures?
@@33JSC a very versatile software, great for hand-painted textures. You can get a free learning version from their website.
Yeah, the overdraw is a concern but still handles it better than without Nanite lol. The reason why it cant cull sometimes is because the cluster bounding box is partially visible. This happens with clusters together at tight angles or far distances because there is more chance of the bounding boxes being visible.
Very informative and educational! Thanks.
On the stacked geometry problem - if you kick out a big ol fbx from unreal with all of your combined SM objects (big if, considering how costly the operation would be) could you theoretically delete all of the leftover geometry in a DCC and bring it back in to improve performance?
Yeah I think that could work! Worth giving a try to find out ;)
Good clear explanation and video. Cheers! :-)
Thanks for watching!
Great video, Thanks!
After watching this video the Unreal 5.1 update is even more impressive to me. They made foliage work with nanite. That's incredible
Great video and a good concentration of info from that live stream :) I just wonder about, what is the best mesh design for both Nanite AND Lumen. As far, as i understand, Nanite prefers (big) meshes, that are not stacked upon each other. Lumen on the other hand does not like complex forms, and going by what they said in the live stream, it´s probably best, if every wall segment is it´s own mesh.
So a Deathstar like surface, where a ton of Greebles are spread across a large flat surface might work well for both, if all those Greebles are just simple shapes and arranged side by side. A Borg Cube with all it´s fine pipes and small clusters, that are arranged in endless layers through the whole Cube might be a not so good idea, especially, if those smaller clusters are all complex meshes (since Lumen prefers simple shapes).
Edit: Hah, someone already made a Deathstar from a ton of free available Greebles ^.^ ruclips.net/video/kRU7VugZCLs/видео.html
great video, thank you
Thanks!
Excellent explanation, thank you so much
New week thanks again I'm here whit you.
Thanks for the support!
Great explainer. Thanks!!!
Cheers!
Better explanation than from Epic Games itself!
I love these UE5 videos. William explains it all so well + is ultra knowledgable with all the tech side of this complex software too! I was wondering if a scene could be half nanite for the rocky assets and half non nanite for the foliage/trees ? Or better still if Epic designed a system for each ie nanite rocks + nanite foliage to solve the culling issue
is it possible to buy the desert-ish map from the vid somewhere? thanks for the great tutorial
You don't need to buy it, it's free on the Epic Marketplace. It is called "Valley of the Ancient"
What computer setup are you using for these demos with Unreal Engine 5? I really appreciate your tutorials but would love to know what you are using in your work.
Nothing special. Just a Ryzen 7 3700x, 64gb ram, RTX 2060S, relatively low-end as far as workstation PC's go
Can you take a sculpt WITH polypaint data from Zbrush and import straight to UE5 ?
Yes, and you can simply use the Vertex Color node in the material editor to read the data (and you can plug it in Base Color or do anything you want with it in the shader).
@@nxgentech AWESOME thanks !
Hi Sir,
I am facing some problem regarding datasmith camera.
When i export a datasmith file from 3ds max to ue and create a sequence in ue, the field of view is different. Datasmith import camera animation and everything correctly but not the fov.
Why the same camera behave differently in 3ds and UE ?
I can change the current focal length of the UE camera so that the “Current Horizontal FOV” of the UE can match the “FOV” of 3ds max to have the FOValmost same. but it can not be matched perfectly due to lots of decimal point so the cg layer will slide in after effects. i think all the camera properties should be automatically matched by datasmith including the field of view.
I tried in UE4.26, UE4.27 and UE5. Same problem
My workflow in UE:
Import datasmith file in UE
It automatically place everything imported on the scene
I create a new sequence
add new “camera cut track” and assign the camera (imported through datasmith)
add new “shot track” and assign the sequence (imported through datasmith)
am i doing something wrong ?
please help, i am new to the UE
Thanks in advance.
Make sure the filmback is the same. This is the Sensor Height and Sensor Width setting.
@@WilliamFaucher Thank You for the quick reply Sir. Can you please give me some more hint that how can i achieve this.
In the workflow i didnt touch the camera setting anywhere so i supposed that the datasmith importer should handle this automatically. means the datasmith should export the camera from 3ds as it is present in 3ds.
@@shahnawazrazi8939 Yeah you will need to adjust the Sensor Height and Sensor Width in Unreal, to match whatever it was in 3dsMax :)
That should fix your incorrect FoV issue.
@@WilliamFaucher It worked. Thanks for the help. By putting the correct focal length, sensor width and height manually, the field of view automatically matched. Thanks a lot... ❤️❤️
i don´t know so much about how these kind i stuff works, but shouldn´t it be possible, with some script or something to just remove the stuff you don´t see? or is it connected with the polygons or something? i though like you put a carpet over everything, and it will only render the parts covered. like with other stuff like a rock clipping into another and the rock is partly within the other rock, is it not possible to make it so if that happens the parts that clips into another object just dissappears? well i do not really know how it works. But i always find i kind of odd, if such stuff partly is a reason why games can be demanding. maybe it doesn´t even happen that much though..
That's exactly what it's doing. That's why it is being split up into clusters, and it culls whatever is not visible. :)
@@WilliamFaucher is it some kind of bug, when it goes under the gound to or something? or am i understanding completely wrong?
William, please tell me, will nanite work if Ray Traced method is used in the project settings in GI?
It works but you'll encounter a few random artifacts that can be fixed. I made a video recently about fixing that.
I wouldn't use raytraced GI though, it's nowhere nearly as good as Lumen. Raytraced shadows however look better.
@@WilliamFaucher You mean this is your video "Fixing the Ugly Shadow Issues in Unreal Engine 5" ?
@@sasha3ddd190 correct
Thanks a lot for your help, your tutorials are great!
Wonderful video thank you so much
So if I would like to use it in archviz, it would work awesomely for sofas, beds, all complex furnitures with maybe 5-6 materials per model, but if I have and entire apartment where each wall is a "2 triangles" rectangle mesh it would just fail miserably... have I deduced correctly?
Actually entire walls would be fine! Because they are thin stringy meshes. Pretty much the only time Nanite isn't so good is for porous objects, like anything that has thin holes in them. Like plants, or the spokes of a bicycle. Even for something as simple as a cube, might as well turn nanite on because it will manage the memory better.
What about the weird thing that all the nanite meshes in the scene are not visible in wireframe mode, for example from the top view? It's kind of annoying.
If you did that, all you would see is white :P the meshes are THAT dense
@@WilliamFaucher I am testing Nanite even with not so dense meshes...would be nice to see them in wireframe 😅
I guess it's because of the virtualized static meshes nature of Nanite tech.
@@NazzarenoGiannelliCG Id recommend using the nanite visualizer to see the triangles at the very least!
@@WilliamFaucher yeah that's probably the best way for now :)
You said that nanite makes better looking virtual shadows map, but you mean the Shadow projected in a nanite surface, or the Shadow casted by a nanite mesh?
Both, I suppose! Ue5 uses what we call virtualized shadow maps, which are up to 16k per light, and are optimized to load only what is visible, it works in conjunction with Lumen.
hi pls explain kitbashing in detail and reuse those kitbash to design a new world level. because i have 4.6 mi polygon single industrial rack to be scattered as ton of racks organized as multiple clusters of the Racks.
Thank you sr. Its a simple process but one that I was wondering about.
Would it possible to implement raytracing/raymarching from the camera and have each ray tell the nanite system of it's "first collision" data and then tell the draw call which geometry's that actually matter from the player's perspective (culling? i believe) so that nanite can save resources from overdrawing stuff that can't be seen?
I’m not a rendering engineer, but I trust epic is doing what they can and have enough smart people on hand to know what they’re doing. :)
Wait, so does nanite require a new type of model?
No, you just enable the nanite checkbox on regular static meshes. You toggle it on or off. :)
@@WilliamFaucher Ohhh ok cool, I was assuming you'd need a fancy optimized model using a new filetype. That's a relief.
wow, very clear explanation. thank you very much for this great information.
You give me no choice but to subscribe to your channel. Quality content right here!
Thanks so much! Welcome to the community!
Great explaination, thank you.
Thanks!