Unreal Engine 5.4: Nanite Tessellation in 10 Minutes | 2024
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- Опубликовано: 31 май 2024
- Level up your environments in Unreal Engine 5.4 with Nanite Tessellation! This tutorial takes you through creating a stunning desert scene, complete with realistic tire tracks, using Nanite for landscapes, Gaea for terrain sculpting, and an awesome slope masking auto material.
Supporting files:
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= Quixel Bridge Megascans ID =
Canyon Rocky Ground - Vbznabun
Desert Western Ground Mud Coarse 01 - Vepxaa1cc
Mud Tire Tracks - Tc0jdges
Jeep Wrangler:
wirewheelsclub.com/models/198...
= Timestamps =
00:00 - Intro
00:14 - QuadSpinner Gaea Community Edition
00:22 - Gaea Template
01:12 - Setting up UE Project
02:22 - Quixel Bridge
03:09 - Materials Setup
05:59 - Material Instance
06:33 - Landscape Coords
07:08 - Nanite Displacement
08:01 - Landscape Painting
09:58 - Adding a Car
10:42 - Outro
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WHO ARE WE?
Reality Forge is an Epic Games Unreal Authorized Training Center providing Unreal Engine training to students and professionals. Through our videos here on this channel and our blog, we run courses and tutorials on Unreal Engine and other GCC tools.
This course was taught by:
Shaun Ansari, Unreal Authorized Instructor partner at Epic Games | Co-Founder & CEO of Reality Forge
#unrealengine #unrealengine5 #unrealengine5tutorial - Кино
To fix the sharp points, go to the material. select anywhere in the main graph OFF a nod (to select the main material settings where you found Enable Tessellation) and search for Displacement. Change the Magnitude to a lower setting besides 4. 1 worked for me.
Great video. Pretty difficult to maintain good pacing in such videos without making them boring. Great to see you explain why you were doing what you were doing.
Easily the best UE5 tutorials I've watched! Thanks brother
Thank you for the kind words!
Great until the car has to make a turn
Love it! So concise. And cool voice too!
It works great! Thank you so much!
Thank you for the detailed walkthrough, this is really helpful!
Glad it was helpful!
hey i used this technique to make the landscape, whenever i zoom into the landscape the nanite breaks when the camera angle is parallel to the surface of the landscape, or when the camera is close up to the surface, is this a nanite/tessellation bug or is there something im doing wrong with the landscape?
Hey PPL! Don't forget to change the magnitude. It might break the visuals for you.
Have you/anyone ever tested to use landmass with blueprint brushes to create biome areas with the textures you would have used as a landscape material layer to actually get collision on the displaced surface?
Like if you want a crater like this, you would add it to the landscape using the landmass brush blueprint, and also make the height map in Gaia with tiny detail displacement by using the textures in gaia/world creator to be able to add the displacement masks to the actual height map?
brain nourishment, thank you!
Thanks for the teaching, there is a little problem I came to, there are few something like small gravels when I move close to the ground after nanite was actived.
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
simple and straightforward
Thx u so much bro😍
But i have a simple question
What About Performance using texture driven Tessellation
How did I not find this channel before? Your content is great! This is what a tutorial should be like.
Thank you for the feedback!
Wow! This is a very useful great tutorial! Thank you🙏😊
Hi, does it work with Pathtracing?
That was helpful. Thanks Shaun!
Thank you
When i turn on the Nanite on landscape the texture stay transparent.
To the point and Informative. Good content!
Glad you liked it!
Would it not be better to make those materials (master megascans material) into a material function, and then use them as material functions in the landscape master? That way you can keep all the settings that come with the materials. And if you make the textures a parameter texture sample, then you can also change them very quickly later for other biomes.
fantastic, again, your break downs are amazing, thank you so much!!!
Glad you like them!
Incredible video
Is it possible to animate the texture of wheel tracks so that it appears behind the movement of the car? For a sequencer, not for game logic
Perhaps you can do this with a shader
Thanks for all these steps. I followed right up until the end for the primary landscape. What I'm left with are the "tiny mountains" all over the landscape when up close. This seems to me to be a displacement value setting but it's not clear to me where I change it or how to get ride of the "tiny mountains" that are spread all over the landscape. I'm not sure how to change it in the exposed Material Instance settings or in the Master Material graph that I just created. Any suggestions on how to complete this landscape so that it's usable when the camera is up close to it (at the car level for example)?
Good stuff ma man!
Thanks for the great content.
Thank you for the support!
-Shaun
as usual, very helpful, still so much to learn from you :-)
Thank you !!!! Always a pleasure having you around!
-Shaun
This is more of a material blending and creating custom BP for high resolution mesh to use through nanite. Anyways it's a nice experience you share.
Amazing!!!
I didn't understand the part about multiplying the dimensions of the landscape and then dividing, could you explain this in text, please?
I highly advise you to go check the unreal landscape technical guide. Everything is explained in detail.
@@osefman2763 R U Lazy?
@@falsaobagaray4397 i had the same problem/questions and i found the solution/answer there in the technical guide. Their explanation is always going to be better than mine. If you don't want to read it, am i the lazy one?
Thanks Shaun!
Thank you Hussin as always !
-Shaun
1:49 Hi there, how do I know the height and width for my own gaea landscape?
Hi !
In gaea look for an area on bottom right called 'terrain definition' open it up to reveal the scale.and height
-Shaun
Great video. 👏
Thank you! 👍
Super Nice tutorial
Thanks for the feedback!
Hi and Ty. You shoud really write the commands in the description.
Hello there
Which commands specifically ?
We will get them addid
-Shaun
nobody is talking about nanite mesh breaking on the sharp or bevelled edges, the solution to that is not really good as the mesh get stretched texture on the edges, anybody facing these issues
I am
@@CreepyCurlew do have any solutions to that, the one I have is using edit normals from modeling tools but I get streched edge, which is not good for walls.
@@knl654 I don’t know, I just took it out of my project. Since 5.4 is new it still has some work before it can really be used.
@@CreepyCurlew I add seperate bricks in the corner to hide it.
@@CreepyCurlew found the solution, set the center to 1 instead of 0.5, this is in the nanite displacement setting of material.
Do we have to enter r.Nanite.AllowTessellation command or is it default now?
Yes, it's still in experimental so it's not on by default
@@redx3250 just tried, highly experimental but i am glad this exists, Flat landscapes without displacments were a dealbreaker interms of visuals, hope it gets developed perfectly in 5.5.
Thanks, very SUPER!
Glad you like it!
Very helpful thank you very much
Glad it helped
Great tutorial, effecient and a lot of good tips. Just a question, it seems that it's not possible to add it to a playlist to save it for future reference, have you disabled this feature on this video?
I hope my pc could handle those nanite 😊😊❤
Haha! It was not too bad just make a small landscape like I did!
-RF Shaun
To bad there are still huge gaps on the map and when u walk u float
From A to Z: Nice!
Also I anyone keeps crashing when youre building Landscape nanties, try increasing the page file on your PC to around 150 GBs.
Прикол
#socool
damn I have to learn blender? so much work.....
Now animate plz
All of this just to paint? Wtf? Unreal is Unreal.
Pretty much pointless as the map does not have one constant arch
Great video, cheers for the share.
Thanks so much!