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.
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.
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.
Yeah. Looking at that stacked geo implies they built it to break it and not rely on the "best case" scenario. And also, yeah, it's a desert scene. I get it. Foliage is on the way. Nanite, lumen, metahuman... the heck, Epic? Christmas came early this year.
Hmm, why isn't nanite "cropping" the layers during compile time? If a layer is below another object then it's "not needed" and you should be able to just crop it.
I may be new to this whole industry but if you dont mind, would you explain what is the best pipeline to create a cinematic video, in terms of simulation, animations, smoke, turblance.. etc.
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.
Thanks for the informative and detailed breakdown! Maybe a noob question, but how do I turn off the 'nanitestats list' command if I don't want to see the stats anymore?
Hi William, I saw your video on Nanite and was wondering if you have an understanding of something call mesh shading / mesh shaders ? it was introduced by Nvidia in 2018. There is a video called why you should use mesh detailing the application of mesh shading. nanite seems to fall into two of the 5 suggested application
Thanks for the input! I'm still very new to the world of audio so I genuinely don't know how to do that much. I've played with EQ a bit, but unsure what I should change to improve it!
hm the overdraw would be solved by just "booleaning" away subsurface geometry at compile time, no? or even depending on how expensive it is, it could potentially even be feasible in the editor itself, but thats unlikely. is there a way to do that in engine? bc its trivial in normal 3d editing software but A) doing it manually would be a pain bc youd have to export the entire world and then run boolean operations on it. Would be way easier if it would just go through the meshes and cut them automatically which given that booleans themselves are a solved problem, its just about the order and determining how to cut. maybe retopologising would then also be a good idea so the meshes are more coherent. I know blender can do both of these things even semi automatically with scripts, so for further optimisation, UE5 should have it, no? genuine question because I haven't had the time to properly look into UE5 yet
I’m not a rendering engineer so I won’t pretend I know how to make this better, I trust the guys at epic known what’s best! Retopo so far seems pretty unnecessary, as nanite handles the meshes spectacularly well with no slowdowns . That said, deforming meshes willl still need good topo.
"All the Nanite data is roughly 6GB...6% of the entire project." Not true. Nanite takes up a lot of space. You might be referring to a cooked and packaged build. While working in editor, you deal with a lot of large files due to Nanite. If you do a space analysis of the Content folder, the largest folders are Megascans and Geometry. If you dig in to those folders the largest files are all SM_* files. The static meshes in the NatureRock2 folder alone are 8.51 GB. The next largest directory is RockSandstone where the static meshes use 6.71 GB.
Hah I think I must have misheard (very bad hearing), and there was a typo in the Epic Livestream because he says the data comes to about 16gb, while it clearly says 6gb in the powerpoint. Here I quote the epic livestream at 1:11:38. It COMPRESSES to this amount, editor stuff is not compressed I don't think. The livestream : ruclips.net/video/TMorJX3Nj6U/видео.html
I'm not sure but this just looks like making extensive use of tessellation shaders. Also, why would they have so much overdraw, if they performed occlusion culling? Occlusion culling is literally used to reduce overdraw.
So what you're saying is that we can have Resident Evil 2 remaster entire city open world? Or is this another one of those well its just this type of scene instance only.
Thank you for another great video! So, Nanite would be helpful with interiors when importing high detailed furniture (for example Evermotion ArchModels)? Usually that is where my PC struggles. Q: Is there an option when importing with DataSmith to UE5 to convert to Nanite or does SM has to be converted after import? Since it doesn't work with foliage I presume that it will not work with moving curtains (cloth simulation), or am I wrong?
I have never used Datasmith so I can't comment on that, but yeah as long as your models aren't very thin like grass or hair, I'd turn on Nanite. :) Check the pinned commment on this video, there is a way too convert multiple assets at once to nanite, easily. And no it will not work with moving curtains as nanite does not work on deforming meshes.
I really can't speak for Alembic as it is not super well supported in UE. If it's deforming, though, nanite won't support it. A static alembic may work, maybe. Try it out.
@@WilliamFaucher Oh no! Altlast it optimises static meshes, I had a 11GB alembic mesh out there a liquid simulation It's taking a lot of time to importing that's the main problem :( anyhow thanks for it
Hey. I'm wondering if the new workflow works how to paint the textures in 3 party software like substance painter because other software can not have this function to support millions of triangles meshes. Also. What about the UV mapping and how to rig and paint the skin weight if its on the character
If you can, decimate the high poly mesh while preserving the UVs, then you can paint onto your new low poly mesh, and use the textures on the high poly. There may be some minor distortion but it shouldn't be too bad depending on how far you decimate. The unwrap of the high poly probably isn't going to matter much, as for characters, Nanite does not yet support skeletal meshes, but I believe plans are in the works for that, though I have no idea about how well that kinda stuff will deform either.
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.
Hello! I've got a problem with sky atmosphere, i want to make overcast weather and rain weather with dark fog and intense cloudy sky, can you make or recommend documentation on this topic? Because no one did a tutorial about this((
You should watch my volumetric clouds video, you can choose how much cloud you want in your scene to get an overcast look. You will need to change/edit the cloud material to get it to look the way you want
Every video I've seen so far seems to suggest that Nanite will allow you to run AAA games at 4k using a Dorito based GPU form 2004. I'm glad someone took time to highlight the shortcomings of Nanite. Nanite is REALLY impressive, but it isn't magic.
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
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.
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.
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.
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!
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!
My quixle megascans assets are looking pretty low res with unreal engine 5, my like on screen setting thing is set to 100%, I don’t really understand why my meshes look like doodoo
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..?
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
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.
Almost a year later, and I can honestly say it’s Tessellation that’s the biggest loss. What an enormous oversight for Epic to assume people wouldn’t mind baking displacement detail into a new mesh asset or that that was even a viable solution. When are we going to get a work around, because there are still important things you straight up cannot do without tessellation. Heightlerping - dead. Height/bump detail on low poly assets - dead. Water ripples, and other kinds of animated displacement - dead. Basically anything you could have used a simple height map for previously - dead. This is NOT okay Epic. Bring it back! And before anyone says it, Nanite is in no way shape or form a replacement for Tessellation. The point of Tessellation is proceduralism - to procedurally attain that extra mesh detail through the shader. Also, World Position Offset does NOT work with Nanite assets. So even if you crank up the mesh resolution outside of engine just to get the normal displacement (not Tessellation) to work, prepare for performance to absolutely tank.
Tbh Tessellation isn't the answer, proper catmull-clark subdivision is. Tesselation had its own weird limitations and wasn't super awesome to work with, it didn't play well with raytracing, it didn't cast proper shadows, wasn't supported by the pathtracer, etc etc. While removing its functionality entirely was a bit of a bummer, I'm sure they're working on a better solution. It's only 5.0.1 after all, it is brand new tech that is actively being worked on. You don't need to enable nanite on every single mesh either, you can disable it on meshes that need WPO. Displacement / Tesselation in UE4 isn't something I really miss because of how poor its implementation was to begin with. Compare it with any other offline renderer and it was kinda bad.
@@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.
The cons of nanite is while is good for most of the games, if you plan to render the same scene twice for lets say a splitscreen, nanite wont work.... Sadly nanite cannot be rendered twice by the gpu.
@@WilliamFaucher Fair point ^_^ I didn't meant it as a counter argument to your pros. I wanted to leave it here, since there might be people trying to get it to work and it just won't work. Until Unreal figures out a way to render the virtual geo twice on the same card it won't be possible in splitscreen. If you want I can show you some examples of what happens and some workarounds we've found. Maybe it will help the community
@@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.
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.
Hello! Great tutorial but it leads me to a question: Why should We stack so much geo in such layered way? When You showed us how it looks like, I couldn't actually imagine this could add some details since it's clearly not visible on the surface (since it's buried). Or does it actually work in some other way than I understood? Cheers!
Odd I thought about developing this myself 10 years ago as a work around to a bottlneck problem not realizing what its success would have been. Silly me.
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.
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.
Hi Williams, thanks for your videos. Do you know what is wrong if I set each mesh to the nanite option but when I go into Nanite Display no triangle is shown on the mesh?
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.
Great primer. Thanks :) For animation/cinematics though I am wondering whether you will get visible geometry 'popping' like you do with the LOD system so as you move farther towards/away from geo that the texture updates will be noticeable? If so, it would be a deal breaker for some scenes.
It's so gradual that you shouldn't be able to tell. The UE5 demo (the big giant thing) uses nanite for the armor parts, couldn't tell any visible popping at all :)
Why don't they just add a feature so nanite scales at 1/2 or 1/4 resolution instead? Even if it worked at 540p, I would think it still be a gain over today's LOD methods. I think Ray Tracing right now can be applied at quarter resolutions. Like in Doom even at a native 1080p you can set RT to 1/2, 1/3 or 1/4 resolution. The Matrix demo ran at around 1200p to 1440p and then upscaled using temporal data to 4k. Curious how that would perform if you told Nanite you were on a 600p screen instead, and only scaled geometry to 600p, but the rest at 1200p (before temporal upscaling). Maybe it's just not possible.
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
looks more like nanite commercial suggesting us emotional impression over it, rather than telling what it is and how it works so we can judge for ourselves
Great videos! Did you ever think about making discord focused particularly on vfx/cgi stuff? It would be cool to get better source of tips, ideas and to stay in touch ofc. 😀
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
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
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.
I've been really confused about nanite up till now. Great video, I'm really excited to go implement this new knowledge now.
The video quality here is amazing. Image is crazy sharp! Great face lighting
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.
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!
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.
New week thanks again I'm here whit you.
Thanks for the support!
great thanks william for the great work.
Thank you!
5.1 made nanite usable on foliage.
loving the tutorials
Thank you!
Thank you!
Wonderful video thank you so much
Thank you sr. Its a simple process but one that I was wondering about.
What an interesting video, thanks a lot man!!
you made me cry with joy..
Thank you man !
Yeah. Looking at that stacked geo implies they built it to break it and not rely on the "best case" scenario.
And also, yeah, it's a desert scene. I get it. Foliage is on the way.
Nanite, lumen, metahuman... the heck, Epic? Christmas came early this year.
Yeah they definitely wanted to show off a best-visuals approach for sure!
And christmas DID come early it's insane.
Hmm, why isn't nanite "cropping" the layers during compile time? If a layer is below another object then it's "not needed" and you should be able to just crop it.
So in a nutshell, ue5's nanite is an extremely efficient & automatic LOD
I may be new to this whole industry but if you dont mind, would you explain what is the best pipeline to create a cinematic video, in terms of simulation, animations, smoke, turblance.. etc.
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.
Nice Information about nanite in UE 5.. :)
I just want to know how i can achieve landscape displacement in UE5. is there any tutorial you have ??
Displacement isn’t supported in UE5, only virtual heightmaps, unfortunately
Thanks for the informative and detailed breakdown! Maybe a noob question, but how do I turn off the 'nanitestats list' command if I don't want to see the stats anymore?
nanite is usual for architectural visualization ?
Hi William, I saw your video on Nanite and was wondering if you have an understanding of something call mesh shading / mesh shaders ? it was introduced by Nvidia in 2018. There is a video called why you should use mesh detailing the application of mesh shading. nanite seems to fall into two of the 5 suggested application
Great video but you should sharpen up your sound a bit: its kind of fuzzy.
Thanks for the input! I'm still very new to the world of audio so I genuinely don't know how to do that much. I've played with EQ a bit, but unsure what I should change to improve it!
hm the overdraw would be solved by just "booleaning" away subsurface geometry at compile time, no? or even depending on how expensive it is, it could potentially even be feasible in the editor itself, but thats unlikely. is there a way to do that in engine? bc its trivial in normal 3d editing software but A) doing it manually would be a pain bc youd have to export the entire world and then run boolean operations on it. Would be way easier if it would just go through the meshes and cut them automatically which given that booleans themselves are a solved problem, its just about the order and determining how to cut.
maybe retopologising would then also be a good idea so the meshes are more coherent. I know blender can do both of these things even semi automatically with scripts, so for further optimisation, UE5 should have it, no? genuine question because I haven't had the time to properly look into UE5 yet
I’m not a rendering engineer so I won’t pretend I know how to make this better, I trust the guys at epic known what’s best! Retopo so far seems pretty unnecessary, as nanite handles the meshes spectacularly well with no slowdowns . That said, deforming meshes willl still need good topo.
"All the Nanite data is roughly 6GB...6% of the entire project." Not true. Nanite takes up a lot of space. You might be referring to a cooked and packaged build. While working in editor, you deal with a lot of large files due to Nanite. If you do a space analysis of the Content folder, the largest folders are Megascans and Geometry. If you dig in to those folders the largest files are all SM_* files. The static meshes in the NatureRock2 folder alone are 8.51 GB. The next largest directory is RockSandstone where the static meshes use 6.71 GB.
Hah I think I must have misheard (very bad hearing), and there was a typo in the Epic Livestream because he says the data comes to about 16gb, while it clearly says 6gb in the powerpoint. Here I quote the epic livestream at 1:11:38. It COMPRESSES to this amount, editor stuff is not compressed I don't think.
The livestream :
ruclips.net/video/TMorJX3Nj6U/видео.html
This is great but i doubt they will solve for WPO to work (same as with raytracing).
It's way too early to tell, UE5 is a very early build that won't be released until next year, so we can't say for sure.
I'm not sure but this just looks like making extensive use of tessellation shaders.
Also, why would they have so much overdraw, if they performed occlusion culling? Occlusion culling is literally used to reduce overdraw.
Definitely not using tesselation. :) There is overdraw because the LOD's are not on a per-pixel basis.
So what you're saying is that we can have Resident Evil 2 remaster entire city open world?
Or is this another one of those well its just this type of scene instance only.
Hard to say for now but I do think this is the future of games :)
man. thanks
When I try to use nanite, the textures desappear What can I do ??
Hmmm that's... weird. Do you happen to have a skylight in your scene that is set to stationary or static, rather than movable by any chance?
i bet someone will make or has already made script for prebaking geo to delete stacking before pushing project to testing
Thank you for another great video!
So, Nanite would be helpful with interiors when importing high detailed furniture (for example Evermotion ArchModels)? Usually that is where my PC struggles.
Q: Is there an option when importing with DataSmith to UE5 to convert to Nanite or does SM has to be converted after import? Since it doesn't work with foliage I presume that it will not work with moving curtains (cloth simulation), or am I wrong?
I have never used Datasmith so I can't comment on that, but yeah as long as your models aren't very thin like grass or hair, I'd turn on Nanite. :) Check the pinned commment on this video, there is a way too convert multiple assets at once to nanite, easily.
And no it will not work with moving curtains as nanite does not work on deforming meshes.
@@WilliamFaucher Thanks again! : )
Will we ever get a new Unreal Tournament game???
I doubt that. UT 2018 failed.
Hey William, I had a small doubt, is nanite good with treating alembics without loosing quality stuff? Does it supports for alembics at first?
I really can't speak for Alembic as it is not super well supported in UE. If it's deforming, though, nanite won't support it.
A static alembic may work, maybe. Try it out.
@@WilliamFaucher Oh no! Altlast it optimises static meshes, I had a 11GB alembic mesh out there a liquid simulation It's taking a lot of time to importing that's the main problem :( anyhow thanks for it
Hey. I'm wondering if the new workflow works how to paint the textures in 3 party software like substance painter because other software can not have this function to support millions of triangles meshes. Also. What about the UV mapping and how to rig and paint the skin weight if its on the character
If you can, decimate the high poly mesh while preserving the UVs, then you can paint onto your new low poly mesh, and use the textures on the high poly. There may be some minor distortion but it shouldn't be too bad depending on how far you decimate.
The unwrap of the high poly probably isn't going to matter much, as for characters, Nanite does not yet support skeletal meshes, but I believe plans are in the works for that, though I have no idea about how well that kinda stuff will deform either.
Why are there so many layers of geometry?
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!
Hello! I've got a problem with sky atmosphere, i want to make overcast weather and rain weather with dark fog and intense cloudy sky, can you make or recommend documentation on this topic? Because no one did a tutorial about this((
You should watch my volumetric clouds video, you can choose how much cloud you want in your scene to get an overcast look. You will need to change/edit the cloud material to get it to look the way you want
@@WilliamFaucher thanks!
Assets seem to spawn almost at the editor POV
I still don't know what nanite is
Every video I've seen so far seems to suggest that Nanite will allow you to run AAA games at 4k using a Dorito based GPU form 2004.
I'm glad someone took time to highlight the shortcomings of Nanite.
Nanite is REALLY impressive, but it isn't magic.
Lmao @ Dorito-based GPU, you just made my day
@@WilliamFaucher Add a mountain dew liquid cooling system and I can see potential there.
@@BioClone now that’s a system for True GamersTM
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
@@WilliamFaucherI would eat them 😅
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 😂
@@azaelue5 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
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)
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.
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.
@@Amuntsen 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.
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.
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!
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!
My quixle megascans assets are looking pretty low res with unreal engine 5, my like on screen setting thing is set to 100%, I don’t really understand why my meshes look like doodoo
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 :)
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
With 5.1 nanite supports foliage and its awesome. Good to see how hard they work on the engine
"Nanites does not work well with big open world foliage"...Well good luck Ark 2... 🙁
Is this why Matrix Awakens demo had zero leaves.
It doesn't work well FOR NOW. Keep in mind this only applies to the Early Access version of UE5, since UE5 isn't even fully released yet. :)
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🦾
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?
Almost a year later, and I can honestly say it’s Tessellation that’s the biggest loss. What an enormous oversight for Epic to assume people wouldn’t mind baking displacement detail into a new mesh asset or that that was even a viable solution. When are we going to get a work around, because there are still important things you straight up cannot do without tessellation. Heightlerping - dead. Height/bump detail on low poly assets - dead. Water ripples, and other kinds of animated displacement - dead. Basically anything you could have used a simple height map for previously - dead. This is NOT okay Epic. Bring it back!
And before anyone says it, Nanite is in no way shape or form a replacement for Tessellation. The point of Tessellation is proceduralism - to procedurally attain that extra mesh detail through the shader. Also, World Position Offset does NOT work with Nanite assets. So even if you crank up the mesh resolution outside of engine just to get the normal displacement (not Tessellation) to work, prepare for performance to absolutely tank.
Tbh Tessellation isn't the answer, proper catmull-clark subdivision is. Tesselation had its own weird limitations and wasn't super awesome to work with, it didn't play well with raytracing, it didn't cast proper shadows, wasn't supported by the pathtracer, etc etc. While removing its functionality entirely was a bit of a bummer, I'm sure they're working on a better solution. It's only 5.0.1 after all, it is brand new tech that is actively being worked on. You don't need to enable nanite on every single mesh either, you can disable it on meshes that need WPO. Displacement / Tesselation in UE4 isn't something I really miss because of how poor its implementation was to begin with. Compare it with any other offline renderer and it was kinda bad.
Heh, I guess that explains why they used a big desert to show it off. No trasnparent water, no foliage that nanite can't handle.
Precisely, they picked their battles to showcase the tech. Because of course they did, they would be fools not to!
you are an angle dude. God sent🙌.
Thank 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.
The cons of nanite is while is good for most of the games, if you plan to render the same scene twice for lets say a splitscreen, nanite wont work.... Sadly nanite cannot be rendered twice by the gpu.
That's actually something I didn't consider! I don't work in Games, nor do I use Unreal for games, but that is valid criticism!
@@WilliamFaucher Fair point ^_^ I didn't meant it as a counter argument to your pros. I wanted to leave it here, since there might be people trying to get it to work and it just won't work. Until Unreal figures out a way to render the virtual geo twice on the same card it won't be possible in splitscreen. If you want I can show you some examples of what happens and some workarounds we've found. Maybe it will help the community
This video was really good every other video only lists the pros and not the cons and u listed both :3
Thanks so much!
bump comment, great, informative, amazing =) I was really wondering why Valley is so bad and never bothered to check layers
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.
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.
"One of its defining new features..." Uh, no. A shiny button would be a defining feature. Nanite is a paradigm shift. Triangle limits are gone.
Hello! Great tutorial but it leads me to a question: Why should We stack so much geo in such layered way? When You showed us how it looks like, I couldn't actually imagine this could add some details since it's clearly not visible on the surface (since it's buried). Or does it actually work in some other way than I understood?
Cheers!
Weird coz the majority or maybe half of meshes from Megascans is open i.e. cliff faces and such.
Odd I thought about developing this myself 10 years ago as a work around to a bottlneck problem not realizing what its success would have been. Silly me.
May I ask why Nanite is enabled in Unreal5.0.1, but the performance is not improved, and Nanite has a large number of vertices?
I like your video very much!!. I want to know if UE5 can make some very beautiful particle effects? Like in the movie, please reply to me, thank you!
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.
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?
such good content, thanks so much!
btw, could you, if you find time, make a tutorial on how to grow such an awesome beard? :D
Hi Williams, thanks for your videos. Do you know what is wrong if I set each mesh to the nanite option but when I go into Nanite Display no triangle is shown on the mesh?
Thank you for this video. Good clean explanation without the whole ramble around many other youtubers do.
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.
really informative videos and i love ur work . but it was to keep up bc u always looking at ur left .... lol just funny wanted to say .
Thanks for distilling down to this helpful nugget 🙏
Cheers!
especially the summary at the end
Ok I have guns that utilize vertex animation texture. then that means I shouldn't use nanite for that mesh right?
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.
Great primer. Thanks :)
For animation/cinematics though I am wondering whether you will get visible geometry 'popping' like you do with the LOD system so as you move farther towards/away from geo that the texture updates will be noticeable? If so, it would be a deal breaker for some scenes.
It's so gradual that you shouldn't be able to tell. The UE5 demo (the big giant thing) uses nanite for the armor parts, couldn't tell any visible popping at all :)
update: I think nanite now does leaves, trees and foliage
I'm waiting for this for like 2 weeks! thanks a lot!
Cheers!
Why don't they just add a feature so nanite scales at 1/2 or 1/4 resolution instead? Even if it worked at 540p, I would think it still be a gain over today's LOD methods. I think Ray Tracing right now can be applied at quarter resolutions. Like in Doom even at a native 1080p you can set RT to 1/2, 1/3 or 1/4 resolution.
The Matrix demo ran at around 1200p to 1440p and then upscaled using temporal data to 4k. Curious how that would perform if you told Nanite you were on a 600p screen instead, and only scaled geometry to 600p, but the rest at 1200p (before temporal upscaling). Maybe it's just not possible.
I'm not a rendering engineer, but I trust epic knows what they are doing :)
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
jumpcuts look less jarring than AI interpolated frames between cuts, i think you should just stick to good editing practice
Thanks for the feedback! I'm still extremely new to video, have been doing it for barely a year :)
looks more like nanite commercial suggesting us emotional impression over it, rather than telling what it is and how it works so we can judge for ourselves
I literally show you how it works and its pros and cons for you to make a judgement call.
great fucking explanation. Thank you, kind sir
Great videos! Did you ever think about making discord focused particularly on vfx/cgi stuff? It would be cool to get better source of tips, ideas and to stay in touch ofc. 😀
I'm working on it, yes!
"draw calls not an issue anymore" what about different materials ?
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 click 'like' before even watching your vids.