NANITE Landscape Tessellation | Unreal Engine 5

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  • Опубликовано: 23 дек 2024

Комментарии • 77

  • @jrs7052
    @jrs7052 8 месяцев назад +1

    I was able to fix the camera clipping, and wholes in nanite by adding remap value range to the displacement, but for some reason I can only add two extra materials to this. Basically, I have two materials for the Dot product, one for a base, and an extra paint layer. If I add more, they don't appear in landscape paint. I added six to the layer Blend. Any Ideals?

    • @ProjProd
      @ProjProd  8 месяцев назад +1

      Hey 👋
      Sometimes you need to remove your Landscape Material and reassign it in order to see the new layers you've created. It won't show up otherwise !
      Thanks for the tips using the Remap Value Range 🙌

  • @hallu7477
    @hallu7477 8 месяцев назад

    at 8:55 i notice you plugged the green channel into the multiply? Is that intentional or an error?
    Thanks !!

    • @ProjProd
      @ProjProd  8 месяцев назад +1

      Oh you're right ! Little mistake here, my bad ! The Blue Channel needs to be plugged into the multiply and not the green one (corresponding to Roughness). Thanks for pointing that out ! 🙏

    • @hallu7477
      @hallu7477 8 месяцев назад

      @@ProjProd Thanks for the response! Your video was very helpful. Cheers.

  • @JarikGrin
    @JarikGrin 11 месяцев назад +3

    I hope they will fix displacement+tesselation on landscapes in the upcoming updates. Cuz for me enabling nanite on landscape causes random holes in all nanite meshes and also in landscape. I have same master material as you show in video. Looked to forums, people have the same issue and there's no solution:(

    • @oriphenful
      @oriphenful 10 месяцев назад

      Change scale by one unit and back to original.
      Fixes temporarily but the moment you save it goes right back to holey

    • @ProjProd
      @ProjProd  10 месяцев назад +1

      Still very experimental for the moment ! Let's hope Epic announces good things about this feature for the upcoming GDC ! 🤞

    • @jcdentonunatco
      @jcdentonunatco 6 месяцев назад

      I had same issue, seems to be fixed now in 5.4

    • @JarikGrin
      @JarikGrin 6 месяцев назад

      @@jcdentonunatco yeah, it was fixed. But now those random holes appear in meshes like flags or smth similar with masked materials😁 Gonna disable nanite on them, waiting for fix

  • @hirkdeknirk1
    @hirkdeknirk1 10 месяцев назад +3

    Can't really be used in 5.3.2 because the landscape is only rendered at a distance when the displacement level is >0. If you look at the ground you are in the air. Decreasing the camera clipping setting has no effect.

    • @ProjProd
      @ProjProd  10 месяцев назад +1

      For the moment, it is really just an experimental feature to test. It is indeed not on point right now. Let's hope for next updates soon ! 🤞

  • @ohheyvoid
    @ohheyvoid 8 месяцев назад

    Awesome, it worked! This helped so much in 5.3! Can't wait to try this in 5.4. :) Great video!

    • @ProjProd
      @ProjProd  7 месяцев назад

      Thanks a lot for your comment and your support !! ❤️

  • @ЕвгенийВолков-ю2п
    @ЕвгенийВолков-ю2п 8 месяцев назад +1

    Thanks for the lesson! Everything works perfectly!

    • @ProjProd
      @ProjProd  8 месяцев назад

      Soooo happy !! Thanks for your comment and support 🤩🤩❤️

  • @entretenimentojoviais2722
    @entretenimentojoviais2722 Месяц назад

    Minha ilha fica invivível quando ativo o tessellation no material, Poderia me dizer o porquê?
    My island becomes unplayable when I enable tessellation in the material. Could you tell me why?

    • @ProjProd
      @ProjProd  Месяц назад

      What do you mean by 'unplayable'? Maybe you have too high a value on your material. Also, keep in mind that the Nanite Tessellation feature is still experimental! 💡

  • @javaddavoodi707
    @javaddavoodi707 Год назад +2

    Oh man, It was a great tutorial, Thanks

    • @ProjProd
      @ProjProd  Год назад

      All my pleasure ! Thanks for your message 🙌

  • @jaysonwall434
    @jaysonwall434 11 месяцев назад

    Awesome. Def gotta try this. Thanks for sharing this great video!

    • @ProjProd
      @ProjProd  11 месяцев назад

      10000 thanks for your comment and your support my friend ! 🙌🏼❤️

  • @FPChris
    @FPChris Месяц назад +1

    When I turn on Nanite on any landscape I get really bad triangular shadows. Every online solution does not fix it. I’m using 5.5

    • @ProjProd
      @ProjProd  Месяц назад

      We're still facing some issues with it. It would be better to adjust the overall Material setup first. I've demonstrated a really simple one here, but I've found solutions for a more suitable shader that could reduce shadow artifacts. Some console commands might help as well. I'll keep you updated when I release the video!🙌

    • @FPChris
      @FPChris Месяц назад +1

      @@ProjProd I’m going to try a few different heightmaps. Maybe the geometry is causing it.

  • @PedroOliveira-sl6nw
    @PedroOliveira-sl6nw 8 месяцев назад +1

    I have not tried based on this video but another video said the collisions are not working (characters' feet are under the projected texture). Have that happened to you?

    • @ProjProd
      @ProjProd  8 месяцев назад

      Hey Pedro 👋
      Thanks for your message. Yes, collisions are not yet taken into account ! Seems difficult for the moment to handle that, but I’m sure Epic will develop it in the future 🤞

  • @dayoliday838
    @dayoliday838 11 месяцев назад +1

    hola un saludo y buen video por ierto como es que pudiste poner ese nodo llamado ( ground dps power) yo eh intetado ponerlo pero nada no sale y eh buscado algo de informacion y no lo veo

    • @ProjProd
      @ProjProd  11 месяцев назад

      Hola ! Thanks for your message !👋
      This node I used is just a scalar that I renamed. (Constant node turned into a parameter).
      Let me know if it helps !
      🙌

  • @retrowrath9374
    @retrowrath9374 Месяц назад

    Nothing seems to work now getting landscape tessellation looking like that, it looks like a blobby mess with a really low value need, almost like Parallax Occlusion and it's useless as well because there is no collision for the displacement height it anyway.

    • @ProjProd
      @ProjProd  Месяц назад

      You need to use a specific Material Setup to make it properly work. I found some work arounds and a better setup for that. I'm preparing another video on the subject ! 🦾
      For the moment, collision is not supported indeed, but it's just a matter of time before we'll see this feature added on top of the tessellation thing.

  • @regisgeoffrion9614
    @regisgeoffrion9614 3 месяца назад

    Thanks for the video. I am using 5.4.3. The landscape tessellation works and looks great but my character walks about 2 meters ABOVE the landscape when I play. I am using a default landscape with minor sculpting, with nanite enabled, I rebuilt the data, I am using the exact same material as in your tutorial. Anyone has a fix for this because at the moment, tessellation can only be used for decors, not walkable eras, But maybe I am missing something obvious.

    • @TopManamoti
      @TopManamoti 3 месяца назад +1

      Yeah I came looking for an answer to this too. I'm having the same issues with the same problem. I hope someone answers

    • @ProjProd
      @ProjProd  2 месяца назад

      Hey man 👋
      I know what the issue is here. It is because of the way we use the Displacement input in the Material.
      Using just a multiply could work for a shot in a cinematic context for example.
      In game, we rather pay attention to the way we multiply the displacement texture. By doing so, we are affecting the mid grey value of the texture itself, which is not great and that is why you’ve got a shift on your landscape with your character.
      We should adjust the way we want to increase the displacement intensity !
      I’ve managed to figure out something, so I’ll try to make a video as soon as possible for that. I’ll let you know once I’ve upload it 🙌

    • @shivangsaxena6943
      @shivangsaxena6943 23 дня назад

      @@ProjProd Hey do you have an update on this? Also experiencing floating third person character when following this tutorial!

  • @mazis23
    @mazis23 9 часов назад

    OMG. Don't forget to tick the " Tesselation " in your material. Took me 30 minutes.. I should not skip any second in tutorials...

  • @hcouto70
    @hcouto70 10 месяцев назад +1

    Can it be used in huge landscape?

    • @ProjProd
      @ProjProd  10 месяцев назад +1

      I don' think so for the moment. Early experimental stage here ! Let's hope 5.4 will bring updates on that 🙌

  • @peterallely5417
    @peterallely5417 Год назад

    Hey I don’t think you need to subdivide your mesh at all, the point is that the tessellation is virtual. You can can have full res tessellation with a plane that is literally two tris.

    • @ProjProd
      @ProjProd  Год назад

      With this experimental Tessellation/Displacement input in the Material, it's a little bit different than traditionnal Tessellation. Subdividing helps here

  • @lucutes2936
    @lucutes2936 3 месяца назад +1

    thx

    • @ProjProd
      @ProjProd  3 месяца назад +1

      Thanks for your comment 🙏🏼

  • @UltimatePerfection
    @UltimatePerfection Год назад +3

    So I used that really nice free AI texture generator that generates those nice displacement maps and thanks to you and one other tutorial I could use them in my project finally.

    • @ProjProd
      @ProjProd  Год назад +1

      So happy to hear that 😃😃

  • @davidemerone4492
    @davidemerone4492 Год назад

    The displacement is not working, is maybe because the resolution of my landscape is too low?

    • @ProjProd
      @ProjProd  11 месяцев назад

      You may wanna check values in the Displacement settings of the global settings of your Landacape Material (left details panel).
      And make sure to activate Nanite in your landscape in the first place ! 🙌

  • @PirateWasHere
    @PirateWasHere Год назад

    Awesome, Thanks 🍕🍻

    • @ProjProd
      @ProjProd  Год назад

      Hey Pirate 🏴‍☠️ thanks for watching and happy that helped you 🫱🏻‍🫲🏽

  • @itscoldcoldwinter
    @itscoldcoldwinter Год назад +1

    im using it to do deep space stuff i have one map with 200k black holes

  • @yuezhang9762
    @yuezhang9762 Год назад

    So there's no way to get Pathtracing to support displacement yet?

    • @ProjProd
      @ProjProd  Год назад

      Unfortunately not yet !

  • @marcapouli7805
    @marcapouli7805 Год назад +1

    Super technique avec un beau rendu! Par contre je rencontre plusieurs soucis dès que j'active le nanite sur le landscape :
    -Clipping avec la camera, le landscape est invisible à courte distance
    -On dirait que les layers sont à l'ombre autour de la caméra, mais pas tout le temps (le pire c'est sur le layer 3)
    -Les objets ont une espèce d'ombre portée quand ils sont rendus par dessus le landscape (pas sur le ciel par exemple)

    • @ProjProd
      @ProjProd  Год назад +1

      Hello Marc , je viens de répondre à ta question dans ma dernière vidéo, peut-être que ce sera plus utile que de tout expliquer par écrit ! J'espère que ça te plaira 🤩

    • @marcapouli7805
      @marcapouli7805 Год назад

      @@ProjProd Faut que j'aille voir ça, merci à toi ;)

  • @psychokilla4905
    @psychokilla4905 11 месяцев назад

    Saba
    First, THANK YOU for sharing the knowladge, VERY much apreciated comming from someone that actually knows what they talk about, not so common here in youtube, and i have a question:
    I`ve searched and searched on how to build lights when Landscape nanatie is active, and for me, and everybody i`ve asked, the engine crashes, EVERY time, unless I turn off nanatite in the landscape
    Is there a woirkaround or we have to wait for epic to fix it on their side?
    Thank you again
    Happy rendering for ya`ll

    • @ProjProd
      @ProjProd  11 месяцев назад +1

      Hey ! 👋 thanks a lot for your comment, means a lot 🙌
      If you have nanite activated you don’t have to bake any lighting. Indeed, Nanite is meant to be used with dynamic lighting. So dynamic lighting = Lumen = No baked lighting !
      I’ve covered the entire topic of Lumen in a video, and I explain how Nanite is involved in the process. Feel free to check it out !
      On the other hand, if you have also Tessellation activated in your landscape, it might occur extra problems as it remains a really early feature ! It’s not really stable for the moment. 👋

    • @psychokilla4905
      @psychokilla4905 11 месяцев назад

      @@ProjProd yes I have transfering, hence the problem,
      Thank you for clarifying, I will check your videos out
      Over and out

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Год назад

    What's the currently supported Landscape size for Nanite and displacement? Mine is 500mx500m , and im using automaterial. The displacement seems to only work one layer, and on all the others it looks weird.

    • @ProjProd
      @ProjProd  11 месяцев назад

      It is in a really early experimental stage, so you may face ugly and weird issues. Epic is going to work on that in the 5.4 version ! 👋

    • @astralstormgamestudios1259
      @astralstormgamestudios1259 11 месяцев назад

      @@ProjProd I actually got it to work on 512 Landscape with many layers but its very performance heavy

    • @ProjProd
      @ProjProd  11 месяцев назад +1

      Indeed, let’s hope it’s get fixed next released version 🤞! Thanks for your feedback

  • @nicaeasera9047
    @nicaeasera9047 Год назад

    How do you make bigger landscape? Is it you manually adding tiles or what? And how does it affects performance? Sorry to ask here, it is so hard to find any info about this

    • @ProjProd
      @ProjProd  Год назад

      Landscapes are set when you create it or when you import a height map. You are kind of constrained when sizing the landscape itself, mainly with sections. Trying to increase these values can affect optimization.
      You must take look at world composition if you want to create big world !

    • @nicaeasera9047
      @nicaeasera9047 Год назад

      @@ProjProd Thank you for answer! I've looked at world composition and it seems like it will work and I may use it, but ue5 goes away from it to world partition. Is there a way to do same things there? Making multiple landscapes on one map is not good, adding chunks to existing drops performance, how is it supposed to manage huge worlds with world partition?

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS Год назад

    Really nice tutorial! Just a question: is there a way to make displacement appear in path trace render?

    • @ProjProd
      @ProjProd  Год назад

      Thanks ! Unfortunately not yet

    • @ProjProd
      @ProjProd  Год назад

      Hi Samuel, I've just answered your question in my last video, maybe it'll be more useful than explaining everything in writing! I hope you like it 🤩

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS Год назад

      @@ProjProd thanks a lot!😊

  • @AnAncient76
    @AnAncient76 Год назад +1

    Nice!
    How much it affects performance?

    • @ProjProd
      @ProjProd  Год назад +3

      Quite a lot as it is experimental for the moment !

  • @unrea13st
    @unrea13st 7 месяцев назад

    Your material doesn't work properly. The UV scale is messing up the displacement

    • @ProjProd
      @ProjProd  7 месяцев назад

      If you change UV scale, you need to readjust Displacement as well that’s for sure, as greyscale value would somehow be affected. This is a really simple set up here 🙌

  • @JHinsonMusic
    @JHinsonMusic Год назад

    Shame it can't actually be used in a packaged build.

  • @0sheun
    @0sheun 11 месяцев назад

    Oh le french hihehh

    • @ProjProd
      @ProjProd  10 месяцев назад

      Bonjoooouurrr ❤️❤️❤️🤓🤓😆