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?
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 🙌
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 ! 🙏
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:(
@@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
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.
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?
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! 💡
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!🙌
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?
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 🤞
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
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 ! 🙌
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.
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.
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.
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 🙌
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.
With this experimental Tessellation/Displacement input in the Material, it's a little bit different than traditionnal Tessellation. Subdividing helps here
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.
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 ! 🙌
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)
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 🤩
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
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. 👋
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.
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
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 !
@@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?
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 🙌
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?
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 🙌
at 8:55 i notice you plugged the green channel into the multiply? Is that intentional or an error?
Thanks !!
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 ! 🙏
@@ProjProd Thanks for the response! Your video was very helpful. Cheers.
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:(
Change scale by one unit and back to original.
Fixes temporarily but the moment you save it goes right back to holey
Still very experimental for the moment ! Let's hope Epic announces good things about this feature for the upcoming GDC ! 🤞
I had same issue, seems to be fixed now in 5.4
@@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
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.
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 ! 🤞
Awesome, it worked! This helped so much in 5.3! Can't wait to try this in 5.4. :) Great video!
Thanks a lot for your comment and your support !! ❤️
Thanks for the lesson! Everything works perfectly!
Soooo happy !! Thanks for your comment and support 🤩🤩❤️
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?
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! 💡
Oh man, It was a great tutorial, Thanks
All my pleasure ! Thanks for your message 🙌
Awesome. Def gotta try this. Thanks for sharing this great video!
10000 thanks for your comment and your support my friend ! 🙌🏼❤️
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
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!🙌
@@ProjProd I’m going to try a few different heightmaps. Maybe the geometry is causing it.
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?
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 🤞
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
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 !
🙌
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.
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.
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.
Yeah I came looking for an answer to this too. I'm having the same issues with the same problem. I hope someone answers
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 🙌
@@ProjProd Hey do you have an update on this? Also experiencing floating third person character when following this tutorial!
OMG. Don't forget to tick the " Tesselation " in your material. Took me 30 minutes.. I should not skip any second in tutorials...
Can it be used in huge landscape?
I don' think so for the moment. Early experimental stage here ! Let's hope 5.4 will bring updates on that 🙌
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.
With this experimental Tessellation/Displacement input in the Material, it's a little bit different than traditionnal Tessellation. Subdividing helps here
thx
Thanks for your comment 🙏🏼
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.
So happy to hear that 😃😃
The displacement is not working, is maybe because the resolution of my landscape is too low?
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 ! 🙌
Awesome, Thanks 🍕🍻
Hey Pirate 🏴☠️ thanks for watching and happy that helped you 🫱🏻🫲🏽
im using it to do deep space stuff i have one map with 200k black holes
So there's no way to get Pathtracing to support displacement yet?
Unfortunately not yet !
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)
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 🤩
@@ProjProd Faut que j'aille voir ça, merci à toi ;)
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
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. 👋
@@ProjProd yes I have transfering, hence the problem,
Thank you for clarifying, I will check your videos out
Over and out
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.
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 ! 👋
@@ProjProd I actually got it to work on 512 Landscape with many layers but its very performance heavy
Indeed, let’s hope it’s get fixed next released version 🤞! Thanks for your feedback
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
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 !
@@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?
Really nice tutorial! Just a question: is there a way to make displacement appear in path trace render?
Thanks ! Unfortunately not yet
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 🤩
@@ProjProd thanks a lot!😊
Nice!
How much it affects performance?
Quite a lot as it is experimental for the moment !
Your material doesn't work properly. The UV scale is messing up the displacement
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 🙌
Shame it can't actually be used in a packaged build.
Oh le french hihehh
Bonjoooouurrr ❤️❤️❤️🤓🤓😆