Brushify: Bootcamp - Enabling Nanite (Landscape Displacement, Static Meshes & Foliage)

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  • Опубликовано: 13 янв 2025

Комментарии • 153

  • @Stonefieldmedia
    @Stonefieldmedia 10 месяцев назад +7

    Thanks, Joe! As an owner of ALL your products, it's really great to have these tutorials to help us get the most of them.

    • @HavokSage
      @HavokSage  2 месяца назад

      @@Stonefieldmedia I really appreciate that .

  • @danieldelorme2482
    @danieldelorme2482 10 месяцев назад +3

    A new Boot camp by Joe Garth! (GIF of someone knocking everything out of their way to hop on the computer and bring up RUclips) Thanks for this man, it is greatly appreciated.

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      More to come soon! I'll be redoing a lot of the old UE4 bootcamps in UE5.

  • @TheShinyHaxorus3D
    @TheShinyHaxorus3D 8 месяцев назад +12

    It would be awesome if you could make a short version of this video to show how to get nanite landscapes working with RVTs, as it's an essential part of most people's material setups, thanks!

  • @quietlyworking
    @quietlyworking 10 месяцев назад +1

    👏There are certain creators that make me jump on the play button and you my friend are one of them. Always appreciate when you take the time to share your wisdom. 🙏🖖

  • @zianivfx3112
    @zianivfx3112 9 месяцев назад +1

    Thanks Joe, you made it easy for us to work on the environments, mountains and roads quickly. Thanks again

  • @DamienRamirez
    @DamienRamirez 10 месяцев назад +7

    I have not tried this yet myself, but I was told that if using nanite foliage with WPO (Wind) If you need more performance from the scene you can disable (Landscape>Lighting>Advanced>)Shadow Cache Invalidation behaviour. It disables the shadow movement in the scene which some people might not want but its performance vs looks so can adjust as needed. But yeah not tried it myself stuck working on space stuff still have not gotten back to landscapes.

  • @MankindFilm
    @MankindFilm 10 месяцев назад +2

    Thank you Joe! My whole project relies on Nanite and now my landscape can use it too!

  • @Deverydoo
    @Deverydoo 4 месяца назад

    Brushify was the reason why I switched from Unity to Unreal. A year later of learning Unreal and I'm now starting with what brought me here.

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 8 месяцев назад +10

    Can't get this to work in UE5.4

  • @MrAfromandan
    @MrAfromandan 10 месяцев назад +1

    This is awesome! Thank so much. Um is there a chance even slim, that you would do a video of using brushify with ultra dynamic sky. Even if it isn't doing full seasons change with trees and bushes but just how you would hook up where that comment box in the video is properly would also be greatly appreciated for us learners. Thank again for you time!

  • @BCS_Official
    @BCS_Official 10 месяцев назад +1

    Joe u know u are my Hero by the way, I have your ENTIRE pack. Bought ... lol bro i have a suggestion. Some people are more of creators than Blueprint operators or expert. Do us this favor, adjust all these settings and just update the asset in the market place that way all we need to do is update. PLLLEEAAASSEEE !!!! this will save lives bro. coz all these blueprint things will scare alot of people as it may seem easy to u but hell delicate to some... well i happen to be one of the millions,, lol thanks in advance... i use brushifly on EVERY project.

    • @HavokSage
      @HavokSage  10 месяцев назад +3

      Not everyone requires Tessellation/Displacement, enabling it by default would be a disaster for performance!
      I can't simply 'Enable everything' that wouldn't work! =D
      It's up to developers to decide what features they require for their project, and enable and disable those themselves. Especially heavy features like displacement and nanite are disabled by default! Not everyone has a high end target spec.

  • @bruceoberleitner3031
    @bruceoberleitner3031 8 месяцев назад +1

    Hi Joe! Thanks for the wonderful tutorial. I thought you did a great job explaining everything that you need to do to enable nanite in brushify . Why, I think that even a developer like me can do it!

  • @godofgods4854
    @godofgods4854 10 месяцев назад +1

    i was literally searching this on your channel yesterday

  • @TUKMAK
    @TUKMAK 10 месяцев назад +2

    Cooking as always sir! WE ARE SO BACK BABY!

  • @1d33f1x3
    @1d33f1x3 8 месяцев назад

    Thanks for the video! I thought I was being clever but I connected the wrong node to displacement. Love the assets so far!

  • @capsule1pro
    @capsule1pro 10 месяцев назад +2

    Joe Garth is the fuckin Master

  • @Web3D.
    @Web3D. 10 месяцев назад +2

    I also bought the package (Brushify - Environment Shaders Pack) and out the gate it’s nice. But when I use the instanced materials and change the rock to another material, it only updates the near resolution. Meaning the further rocks are still the default rocks. I mean I’m sure I can go into the main material itself and go scouting how it’s being referenced, but would be nice if that was fixed. Or maybe I’m doing something wrong.

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      I'm not entirely sure what you mean to be honest. I'd need to know what you're referring to, is it meshes or material etc. Please contact my customer support email and we can help you out: support@brushify.io
      Send along screenshots of the issue.

  • @PeterLeban
    @PeterLeban 10 месяцев назад +1

    Great work, Joe!

  • @TheLordOfWolves
    @TheLordOfWolves 3 месяца назад +1

    tessellation does not apply to the rock layer that gets applied to the slopes, i could not get it to work for that.

  • @demolitionman8
    @demolitionman8 10 месяцев назад

    Just to save others some trouble that I had: If you're trying to get this working with engine version 5.3.2 and Substrate is enabled, in the M_Landscape graph you may need to take the Displacement output of the "Break Material Attributes" node and connect it to the final M_Landscape result node. I'm not sure if it's 5.3.2 or Substrate specifically changing this.

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      I'll definitely investigate this. Substrate is still an experimental feature (as is nanite displacement). They may not play well together yet.

    • @demolitionman8
      @demolitionman8 10 месяцев назад

      @@HavokSage Yeah, my experience with the newer engine features has been a nightmare. By the way, since you saw this, could you please point me in the direction of a guide that shows how to change the amount of ground clutter (specifically for the Brushify forest material)?

  • @codycampbell6874
    @codycampbell6874 3 месяца назад +2

    Great stuff! One question......When you apply Nanite to the landscape material, and you zoom in on the rocks and assets scattered on the mesh, they appear to be floating above the displaced mesh because I believe they are spawning on the non-displaced mesh. Do you know how to correct this so that the procedural elements spawn on the Nanite displaced mesh???
    Thanks!
    Cody C

    • @LeakySpigot
      @LeakySpigot 13 дней назад

      I am searching for this answer too, did you ever figure it out?

  • @real_vibroboy
    @real_vibroboy 10 месяцев назад +1

    Great stuff as always !

  • @R0NINnoodles
    @R0NINnoodles 10 месяцев назад +1

    Love all the work you create and have ever since before your first Brushify release, but always been curious...what are your pc specs? Every time you release a video...everything runs so damn smooth I would love to be able to create a workstation that's that capable.

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      I'm usually reluctant to reveal the spec because people usually assume that's what is required to run the assets. Which isn't the case at all!
      The rig that I record the videos on is very powerful. It's a i9 13900k, 128GB ram, RTX 4090.
      This doesn't mean that is the necessary spec for developing Brushify, certainly not for running the actual assets.
      My old rig with 1080TI and my laptop with rtx 3060mobile can runs all the brushify scenes at 100FPS+ easily.

  • @ExoplanetesSpace
    @ExoplanetesSpace 2 месяца назад

    Thanks Joe, i love using Brushify materials in my projects. What about large landscapes ? Nanite is heavy and i try to apply only on close range. Have you an advice to do that ?

  • @cullenclark8581
    @cullenclark8581 10 месяцев назад +2

    is there a way to autoenable nanite on all meshes and assets in a scene or as they are imported vs having to enable them manually?

    • @HavokSage
      @HavokSage  10 месяцев назад

      Yes, simply go to content browser, Filter by Static meshes, select all the meshes you want to convert to nanite, Right Click > Enable Nanite :)

  • @fvm8866
    @fvm8866 11 дней назад

    Hello! A question! But first :D Excellent and beautiful work! I like your workflow and it seems very professional to me. I'm thinking about buying it and I would like to ask you if I won't have any problems making it possible to cut down those trees, that is, to allow the player to interact with them individually. :D

  • @MrLarsalexander
    @MrLarsalexander 9 месяцев назад +2

    A good idea is to also setup a multiplier with a scalar parameter on displacement for the heightmap function for each layer also.
    When doing this for each layer function, then it's also a good idea to put them all in seperate groups named with the name of the individual layers.
    Then just leave the magnitude on the lowest value possible to avoid getting those nasty spikes.
    When you have this setup, you can then increase the displacement amount for each texture/layer as you wish. Since not all layers need the same amount of displacement, this is best. Or else you might get layers that has way to much, or way to little displacement (tessellation if that is what you know it as)
    *Displacement is what is pushing the texture up/down from the flat 2d surface. Tessellation is what is giving it more subdivisions/triangles/faces to work with when displacing the surface*

  • @stevegeorge3623
    @stevegeorge3623 10 месяцев назад

    Great vid, it's very relaxing mate to listen to you and how you teach! I have a few of your packs, been focused on islands so those general packs :) What is the best material for the displacement (Brushify\Materials\Landscape\Materials)? Mud? Because I want to make my own materials for my own layers.

    • @HavokSage
      @HavokSage  10 месяцев назад

      Mud is a good layer because it's got all the inputs. (albedo, normals, roughness and height).
      I have a tutorial coming soon which goes over Custom materials setup. It's basically a remake of the old UE4 one in UE5. You can use the old one for now though, the setup is the exact same: ruclips.net/video/cewUcdO89J8/видео.html

  • @kacpersobieski9503
    @kacpersobieski9503 10 месяцев назад +2

    Hey man, great video!

  • @SolemnSage
    @SolemnSage 10 месяцев назад +1

    Great support, thanks.

  • @tetref
    @tetref 10 месяцев назад +1

    Hi Joe,
    thanks for the tutorial and for all your work! Love it and it helps us to develop our indie project.
    I recently encountered an issue and I am wondering if you can think of a fix as it feels weird.
    I am using Brushify landscape material and painting on the landscape manually in some parts. All the textures in all the used Materifal Functions are set to Wrap and it all works ok in editor. But once the game is build this particulare landscape has two default checkboard sections (it´s not everywhere just in locations where I used all the possible texture slots for painting) where the material is not applied correctly.
    I encountered this issue before when the textures in the material functions where set to Clamp and changed it to Wrap. The weird thing is that it does not work only in builded game and it looks all fine in editor (before chaging to Wrap this issue was visible in the editor as well).
    Will be glad for any advice or directions.
    Love your work and tutorials and hope you will keep on providing great things to the UE community!
    All the best!

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      Hi, I'd probably need more information about the level and maybe screenshots of the issue. Could you send an email to our customer support?
      support@brushify.io

    • @tetref
      @tetref 10 месяцев назад

      Thanks for getting back to me@@HavokSage , I was not aware there is an official support. I will gladly use that!

  • @istealpixel7371
    @istealpixel7371 10 месяцев назад +1

    It should also be mentioned that for a whole range of AMD graphics cards tessellation does not currently work (5.3.2) but ends in an invisible mesh / landscape....

  • @lukepawelek799
    @lukepawelek799 8 месяцев назад

    Easy man, thanks for the vid. I'm trying to enable it on my landscape but no luck. I've used nanite displacement in earlier projects and it worked.
    Here's my issue(s): when I click material attributes and scroll down to displacement settings they're greyed out. Using 5.4 the cmd lines are in the .ini and displacement at the bottom of the node is accessible.
    I'm also using RVT so I thought that could be the issue but I read below it's working now in 5.4.
    EDIT - I managed to get is somewhat working but in stat GPU I get Unaccounted 60ms and shadow depth 60ms. Shadows are turned off on landscape and I deleted everything else from the scene except the light source and there was no change.

  • @MankindFilm
    @MankindFilm 9 месяцев назад

    Hey Joe, any chance you’ll update the road spline video? I tried to follow along with the old version and UE5 is so different I kept getting lost between steps.

  • @tiffer68
    @tiffer68 10 месяцев назад +1

    Brilliant thank you

  • @SBBBurney
    @SBBBurney 10 месяцев назад +1

    Yay!
    No more POM!
    Thanks:)

    • @HavokSage
      @HavokSage  10 месяцев назад +2

      POM is still included as an option, incase devs need it for lower system specs. However Nanite Displacement is definitely the more future proof option.

  • @aidanoram7649
    @aidanoram7649 9 месяцев назад

    Can’t wait to buy man

  • @AL3XG8
    @AL3XG8 Месяц назад

    When I finish the process, auto material grass, rocks for the cliffs that spawn automatically are now either floating above the ground a bit. I remember from an older video about setting the height of the spawned rocks and grass, any tips?

    • @HavokSage
      @HavokSage  Месяц назад

      4:09 - you can set the magnitude and the center. This controls the height of your nanite displacement.

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS 8 месяцев назад

    I need to render with path tracer. I know that PT doesn't support displacement. Is there a way to apply the auto landscape material displacement map to a landscape object?

  • @steve67576
    @steve67576 6 месяцев назад

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

  • @FischersFritze12
    @FischersFritze12 9 месяцев назад

    Hello, in the M_Landscape material there is no displacement in the MakeMaterialAttributes ? What can you do there ? Regards

  • @magedmohammed8674
    @magedmohammed8674 3 месяца назад

    after enabling nanite for landscape if i end up changing the landscape i need to rebuild data?

  • @nmatthes2927
    @nmatthes2927 4 месяца назад

    In another tutorial you showed how you can increase or decrease the "culling distance" so that objects which are generated on the landscape according to the landscape material layer are rendered until far in the distance or not. Since this tutorial was unreal engine 4 and before nanite and lumen came out I wonder if it is still the same technology or somehow using it? I mean for grass it is best if it works with normal culling distance because foliage and unreal engine is sometimes weird. But when it comes to rock assets or bigger things that are scattered due to the material layer I would really love to see it from miles away which - with nanite - shouldn´t be an issue. Is culling distance even in anymore? If it still works with the culling distance parameter: Would it be possible (I have rtx 4090 with 64 gb ram) to just crank up the culling distance to a million and activate nanite for the meshes so that it is still fluently working? Or would there be a problem?

    • @HavokSage
      @HavokSage  4 месяца назад +1

      That is still an issue with nanite. The geometry given to nanite is not free. It still uses memory and render time. You will still need to setup the same cull distances just as normal.

  • @paulbaker6458
    @paulbaker6458 Месяц назад

    @HavokSage When I enable Nanite on my landscape it is filled with holes in the distance. As you move closer the holes disappear. I have been researching this issue. The only solution I found is checking Nanite Skirt. The problem is that every time the landscape needs to be rebuilt you have to uncheck then check the Nanite Skirt again. Now I am worried about adding in World Partition because the displacement will probably mess up the landscape tiles. Do you have any advice about this?

  •  Месяц назад

    can you tell me please - why in automaterial displacement not working for some packs like snow? and how to enable this? I have all packs bought and merged.
    Thank you very much for video and in advance^^

    • @HavokSage
      @HavokSage  Месяц назад

      Do you mean the nanite displacement ? You need to activate as shown in the video . It’s not on by default .
      Tbh I’d recommend POM over the real displacement anyway. Way more performance friendly for the same look.

    •  Месяц назад

      ​@@HavokSage thank you for response^^ I enabled it yes, and it works for forest, forestdry, dunes, mud, puddles packs, but not for snow, desert, grass, grassdry, beach, craters somehow? About POM...it's performance friendly yes, but after nanites I just can't get back to it :D

  • @andrewtaylor223
    @andrewtaylor223 8 месяцев назад

    This is an awesome video thank you!
    I am pretty fresh to Unreal Engine and your packs have made my life much easier.
    One thing I haven't been able to suss out, when I enable Tessellation, I notice that the pebbles that spawn when I paint down the mud are floating a few cm off the ground.
    I have been trying to find how to offset their z-axis but have not yet found it.. I noticed it did the same in video when you enabled nanite.
    I am wondering if anyone knows how to fix this.

    • @HavokSage
      @HavokSage  8 месяцев назад

      4:25 - You can tweak Magnitude and offset :) The values used in the video should work for Brushify Grasstypes.

    • @andrewtaylor223
      @andrewtaylor223 8 месяцев назад

      Thank you for responding so quickly.. I will play around with those settings.

  • @ChenLinYu323
    @ChenLinYu323 8 месяцев назад +1

    After turning on displacement some procedural foliage will float in the sky, any solution for that?

    • @Druneg
      @Druneg 5 месяцев назад

      also thinking about fixing it somehow in procedural foliage material (maybe with adding displacement to procedural foliage world position offset?)

  • @AmjoodBasha
    @AmjoodBasha 6 месяцев назад

    How would this work with the quixel texture? They dont have a far and close texture for the material I want! All I can get extra is the displacement map!

    • @HavokSage
      @HavokSage  6 месяцев назад

      You can use a macro texture from Brushify for that. There are ones for grass,
      Mud , rock etc . Just need to look for the closest match

  • @zeroy
    @zeroy 10 месяцев назад +1

    Thanks!

  • @mebessusn
    @mebessusn 10 месяцев назад

    I bought the Brushify Smart Brush system and followed this guide on setting up displacement/nanite for the landscape and my painted layers are still flat. I plugged in the displacement in the master landscape material, I enabled nanite, rebuilt the landscape and modified the config file and restarted editor. Did it all. Any reason why that might be? Does the smart brush system have an older master material? I see the material instance has a height option to enable but that didnt do anything either. To be more specific, with the default magnitude at 4, I see it's clearly working to some extent, but it doesn't look right, even at .1 magnitude. It just looks like random distortion and not following the actual shadows of the material.

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      The Smartbrush system has the same Material. There is only one , it's shared across all packages.
      What paint layer are you testing the displacement on? You'd need to be using a paint layer that has heightmaps implemented for this to work (mud or puddles layer are the most obvious ones to check.)
      Just like in the tutorial, if you follow this tutorial along exactly you should get the same exact results. There aren't any more steps.

  • @ChuckstaGaming
    @ChuckstaGaming 9 месяцев назад

    Very, very helpful, as per usual! 😃
    For some reason, in my game project, doing this resulted in holes in the landscape (editor mode), and in game the landscape became transparent. So I made a new project just to create the map and enabled nanite as per this video, and it all worked perfectly.
    I have no idea why it failed in my game project (it might be other landscape related addons interfering with it), but I will just create the map in the new project then move it to the game's project.

  • @TolisPiperas82
    @TolisPiperas82 10 месяцев назад

    for some reason if you enable ultra dynamic weather cause problems

  • @UndisputedNoobs
    @UndisputedNoobs 3 месяца назад

    Having a little challenge and wonder if anyone else has experienced it.
    When setting Nanite it requires a checkbox for tessellation (I didn't see this on the video but its in 5.4 to add depth to the materials)
    When I enable it adds the depth to the material but the rocks on the mud, are now hovering above the ground with shadows below them. How can I edit the height of the scree or make it so it conforms to the ground

    • @MikeSchneemann-y5k
      @MikeSchneemann-y5k Месяц назад

      I have the same problem with the floating stones. Looks like Epic changed something in 5.4. But that is not Joes fault, Epic change much between the updates. I have other assets from the unreal engine store which run perfect in one version but crash in a newer unreal engine version. I am not even sure if my graphic card support nanite. I still have a gtx 1060...

  • @sanjayk2444
    @sanjayk2444 7 месяцев назад

    When I enable nanite and build data the landscape get disappears!! I have all procedure done some landscape I can see its working but the landscape where I'm working on environment causing issue.

  • @nanopixel.studio
    @nanopixel.studio 2 месяца назад

    Hey Joe, I'm having an issue with textures not displaying due to performance issues when using Ultra Dynamic Sky. The puddles will cause the texture to disappear. How can I fix this?

    • @HavokSage
      @HavokSage  2 месяца назад

      @@nanopixel.studio could be the texture pool size . Try to increase it in the console

  • @LOL2YOU
    @LOL2YOU 9 месяцев назад

    Can you PLEASE make a video on how to make the grass not clip through the meshes i already have. I have a coty and when i apply your landscape there is grass everywhere now and i dont want to delete it via painting.

    • @HavokSage
      @HavokSage  9 месяцев назад

      Painting remove procedural layer is the only way.

  • @ModelWhatYouSee
    @ModelWhatYouSee 9 месяцев назад

    Anyone still getting culling/Nanite foliage. I've used Preserve Area, turned off RT culling etc. Still getting foliage that disappears at distance.

  • @warfare2582
    @warfare2582 10 месяцев назад

    Hey Joe, can you use a brushify to create water assets such as rivers or lakes?

    • @HavokSage
      @HavokSage  10 месяцев назад

      Brushify has simple materials for lakes/ocean, but you might want to find something more dedicated to that on marketplace. I recommend James Stones materials, or Fluidflux.

  • @JeffRigler33
    @JeffRigler33 10 месяцев назад +1

    Nice!

  • @evanlane1690
    @evanlane1690 9 месяцев назад

    How big of a performance hit is this? I know that's a big question, but what's your intuition on how viable this is for use in a PC release aimed at current gen midrange hardware?

    • @HavokSage
      @HavokSage  9 месяцев назад

      For large foliage scenes it can give massive performance increases.
      It's also a no brainer if you have other complex Nanite objects in the scenes alongside the environment.
      Also scenes like cities with lots of duplicated assets gain a massive performance increase. My city packages (urban buildings, Scifi buildings and medieval buildings ) gained a massive FPS boost on modern GPU's from enabling Nanite. Because they have lots of instanced meshes used many multiple times propagated across the map in blueprints etc.
      But yes, each usecase is different so it's not possible to answer that question. Every project is unique. You have to research and test it yourself and see what works for you. Having nanite is a great option to have though :)

  • @lordrex34
    @lordrex34 10 месяцев назад +1

    The landscape displacement looks really nice, but I feel the engine is not quite ready for that. Walking some distance and I notice some parts of the landscape is missing and looks like a paper cutout with triangular shapes.

    • @HavokSage
      @HavokSage  10 месяцев назад

      It's a Beta feature still. Epic have still got to iron out the issues. In 5.4 it will hopefully be finished and be enabled by default (no messing around with .ini files etc)
      One thing that can help is to switch the Material attributes to Metallic instead of Displacement. Then run displacement through that. It's a bug that people have encountered. Easy thing for epic to fix in future though.

  • @naufaldihilmi8507
    @naufaldihilmi8507 10 месяцев назад +1

    did this and it looks nice but now the ground looks like it's hovering above. and when my character walk above it, the legs walk a little bit under the ground.

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      Hi, In the material node, you can go to the Nanite > Displacement settings and look for the Center parameter, it lets you fine tune the height offset of the displacement :)
      You can see the parameters at 4:17 in the video.

    • @naufaldihilmi8507
      @naufaldihilmi8507 10 месяцев назад

      still looks off. the displacement part doesn't seem to have collision so it seems that my character feet got burried. @@HavokSage I'll see what's up
      Do you know a way to make the brushify grass distance animation off while the nearest one on? I just don't like the look of ground without the grass not applying. like applying the cull distance at 5 or more but turn off distance animation

  • @alan-baird
    @alan-baird 10 месяцев назад +1

    Is this still useable for real time games? I've heard mixed results that Nanite in some cases is faster, but most of the time it's still a lot more expensive that LODs and POM.

    • @HavokSage
      @HavokSage  10 месяцев назад

      It's a next-gen feature that can increase performance in incredibly Polygon heavy scenes. It's great if you have a project that uses high polygon film assets, or vast amounts of foliage/vegatation or rock scatter etc. then you can benefit. However if you enable nanite on a scene that doesn't really need it, performance will suffer dramatically, this is why it's disabled in Brushify by default. I leave it up to the end-user to decide whether they require nanite for their scene or not. It has to be decided on a case-by case basis.

  • @ryzhov_art
    @ryzhov_art 10 месяцев назад +1

    thank you !

  • @naufaldihilmi8507
    @naufaldihilmi8507 10 месяцев назад +1

    which brushify package will provide the Cliff_huge_01 mesh that you have in the video? I love them!

    • @naufaldihilmi8507
      @naufaldihilmi8507 10 месяцев назад

      I have the forrest and and road pack. they don't have the huge cliff

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      Brushify - Cliffs Pack contains the huge cliffs. :)
      www.unrealengine.com/marketplace/en-US/product/brushify-cliffs-pack

  • @hectormercado2506
    @hectormercado2506 10 месяцев назад

    Nice!!
    Can this work for the road textures too?

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      It's possible , but i'd need to rework the material setup. I'm not going to do that until this feature becomes standard , its' still a beta feature (hence the .ini fiddling etc) , so I can't support it natively yet.
      POM is a good stopgap solution. Until Epic finish Nanite displacement.

  • @georgekingsley5988
    @georgekingsley5988 9 месяцев назад

    can i enable nanite now on the sci fi city pack?

    • @HavokSage
      @HavokSage  9 месяцев назад

      Hi, it’s now enabled by default , please grab the latest update.

  • @mehranvaysee
    @mehranvaysee 10 месяцев назад

    Hello, where can I find and download this master material? Can you tell me in which project it is available?

    • @HavokSage
      @HavokSage  10 месяцев назад

      It's the Brushify - Landscape Auto-material. It's included in every Brushify pack :)

  • @Grigga
    @Grigga 2 месяца назад

    Is the landscape nanite? My landscape is 16km big and i cant convert it. ue crashes xD

  • @ChuckstaGaming
    @ChuckstaGaming 9 месяцев назад

    Hmm, it looks like nanite does not work with RVTs :(
    I'm using Oceanology and that uses RVTs, but after enabling nanite the entire landscape ends up with tons of holes :(
    I created a new project, only including Brushify and Oceanology. Enabled nanite and it works perfectly, but then I implemented RVT, and this time the nearby landscape texture was fine, but the far distant texture just ended up with tons of holes (every other quad was a hole).
    Bit of a pain if this is fact (nanite and RVT not working together). I'll have to drop nanite.
    I will continue looking into this - get the brain cells working!!!

    • @ChuckstaGaming
      @ChuckstaGaming 9 месяцев назад +1

      I just found out this is fixed in UE 5.4 😃

    • @HavokSage
      @HavokSage  9 месяцев назад +1

      @@ChuckstaGaming getting all the new featurew working together has been a rollercoaster ride. We’re 2 years into ue5 now and it’s still hit and miss with certain things. There are always ways to overcome it though.

  • @deadman8816
    @deadman8816 8 месяцев назад +1

    i think there's something wrong with your landscape material. i did what you said on this video, and displacement didnt work. tried making new material, connected displacement manually, and put it on the landscape, and displacement worked. displacement worked when i did the same with the brushify material sevral months ago, so i assume you changed some setting in landscape material by mistake and made displacement not working.

    • @HavokSage
      @HavokSage  8 месяцев назад

      This method is tested and working in 5.4 with latest Brushify.
      Please try to run through the tutorial again. You might have missed a section, for instance hooking up Displacement, or enabling Nanite tessellation in the Output Node. or finally enabling nanite on your landscape. All steps must be completed for this to work correctly. Nanite displacement is still an experimental feature so please bare that in mind.
      i.imgur.com/SyoKWIo.png

    • @deadman8816
      @deadman8816 8 месяцев назад

      ​@@HavokSage ​ i watched your video over and over and tried exactlly the same step in that video with all my teams for couple of times, and it didnt work.
      (i was using version 5.3, might it be the reason its not working?)
      what weve done was
      1. add two script in defaultengine.ini
      2. hook up height output and connect to displacement (same as video)
      3. select landscape, enable nanite and build
      and displacement didnt work.
      is there something im missing?

  • @RomanSherin-lm9cs
    @RomanSherin-lm9cs 10 месяцев назад

    what is performance drop?

    • @HavokSage
      @HavokSage  10 месяцев назад

      At the moment it's a bit more expensive than the old tessellation in UE4. However this is still a Beta feature of unreal 5.3 , so hopefully it will improve.

  • @RobinsonV007
    @RobinsonV007 7 месяцев назад

    How long will it take till we actually see games made in UE5 using Nanite landscapes and Lumen? I really hope sooner than 4years.

  • @UnrealNabil
    @UnrealNabil 10 месяцев назад +1

    How can i tweak grass hight or remove it from landscape ?

    • @HavokSage
      @HavokSage  10 месяцев назад

      I'll be recording a grass tutorial for UE5 soon. For now you can follow the old UE4 one: ruclips.net/video/AGgzAaAk7vI/видео.html
      It's all explained there.

  • @AlexXxG91
    @AlexXxG91 9 месяцев назад

    Just wanted to ask for that ❤

  • @infiniteskies22
    @infiniteskies22 2 месяца назад

    the only thing this did for me is make all the rocks/twig assets on the materials to float. its still completely flat besides this. also, for some reason the quality of my mud is nowhere near yours. im on epic settings and its still just super pixelated

  • @Dorgrin
    @Dorgrin 10 месяцев назад

    Love it

  • @ryanjdev87
    @ryanjdev87 9 месяцев назад

    After completing all these steps my player is floating off the ground with displacement enabled , anyone know what might be causing this

    • @tinyniffler
      @tinyniffler 9 месяцев назад

      Your center and magnitude parameters could be wrong, the nanite displacement changes the landscape geometry but not its collision, therefore if the nanite effect is too extreme you could either be floating above it or walking through it. Make sure center is set to 0.5, hope this helps.

  • @probro652
    @probro652 10 месяцев назад

    Man i wish i could make somthing like brushify :(

  • @TolisPiperas82
    @TolisPiperas82 10 месяцев назад

    where is the text to copy it?

    • @HavokSage
      @HavokSage  10 месяцев назад +1

      hi, sorry about that, plpease check the description now :)

    • @TolisPiperas82
      @TolisPiperas82 10 месяцев назад

      @@HavokSage have to check also the virtual texture box in project setting so to make this to work?

    • @HavokSage
      @HavokSage  10 месяцев назад

      @@TolisPiperas82 Hi, that's not necessary. Nanite is a seperate system related to geometry.

    • @TolisPiperas82
      @TolisPiperas82 10 месяцев назад

      @@HavokSage i did as you say and the ground goes weird-invisible

    • @TolisPiperas82
      @TolisPiperas82 10 месяцев назад

      Have you got discord to send you a photo?

  • @vytasrauckis6703
    @vytasrauckis6703 10 месяцев назад +1

    I have a pc with an RTX3090 and the gpu crashes when I try to turn on nanite tessellation. Is that typical and I need a more powerful gpu?

    • @HavokSage
      @HavokSage  10 месяцев назад

      That's not typical, RTX 3090 should be more than enough. At what point does the crash happen? is it when you plug in the console variables and restart? or when you enable nanite on landscape?

    • @vytasrauckis6703
      @vytasrauckis6703 10 месяцев назад

      @@HavokSagewhen nanite is enabled.

  • @WhiteBossGamerYT
    @WhiteBossGamerYT 10 месяцев назад +1

    Sir you are amazing and your UE Product are really really amazing but please think about indie devs and the devs who dont have money to but your amazing products can do something for them please

  • @Dave_Wu
    @Dave_Wu 6 месяцев назад

    its a little weird, because on UE 5.3 doesn't work corectly

    • @HavokSage
      @HavokSage  6 месяцев назад +1

      this video was recorded using 5.3. Please make sure to follow all the steps.

    • @Dave_Wu
      @Dave_Wu 6 месяцев назад +1

      @@HavokSage yes, ive done step by step...

    • @JayEG784
      @JayEG784 4 месяца назад

      @@HavokSage ive done steop by step same as the video and doesnt work lol. tried with other members sevral times and didnt work

    • @JayEG784
      @JayEG784 4 месяца назад

      @@Dave_Wu i faced the same problem and ended up using Unreal Senseis Landscape material instead of Brushify.

  • @Myratir
    @Myratir 2 месяца назад +1

    This dont work anymore.

    • @HavokSage
      @HavokSage  2 месяца назад

      Hi, What's not working for you?

    • @Myratir
      @Myratir 2 месяца назад +1

      @havoksage when I try this the displacemt dosent happen but all rocks and pebbles start to hover I did everything in the tutorial

  • @touristhawk
    @touristhawk 10 месяцев назад

    shame that it doesn't work well like in ue4. if you got like 4x4km landscape you won't get any good performance.

    • @HavokSage
      @HavokSage  10 месяцев назад

      It's still a Beta feature, so expect big improvements. There's also POM as a good cheaper alternative to real displacement.

    • @touristhawk
      @touristhawk 10 месяцев назад

      @@HavokSage yeah i know. i have tested ue5-main build (says 5.5) and havent noticed any changes at all.

    • @HavokSage
      @HavokSage  10 месяцев назад

      @@touristhawk You'll need to give them time. The programmers will be working on it behind closed doors, any improvements will not be in public repositories just yet. It might take 1-2 yrs more. Removing the old tessellation was certainly a questionable decision, with no shippable replacement. However I'm sure they had their reasons. In the end we will have the best of both worlds though. The nanite displacement already does work and it's very promising. Just needs polishing!

  • @muerezombie4610
    @muerezombie4610 9 месяцев назад

    How can I add sound to the steps in Brushify? please help!!

  • @LupusMechanicus
    @LupusMechanicus 10 месяцев назад +1

    Joe Gaaarth with the nanite, it's happening!!!

    • @HavokSage
      @HavokSage  10 месяцев назад

      Eventually I'll switch Brushify to use Nanite displacement by default. However it's still a beta feature so it's quite unstable. Hopefully in a year or two Epic will have it figured out!

  • @seba0456
    @seba0456 9 месяцев назад

    UDS integration 🥹🙏

    • @HavokSage
      @HavokSage  9 месяцев назад +1

      It's already on the docs:
      www.brushify.io/post/ultra-dynamic-sky-and-weather
      www.brushify.io/post/integrating-udw-wind-with-brushify-global-wind

    • @seba0456
      @seba0456 9 месяцев назад

      @@HavokSage 💙