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:
    buymeacoffee.com/realityforge...
    = 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
    Support us:
    📌 Buy Me a Coffee: www.buymeacoffee.com/realityf...
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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
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Комментарии • 81

  • @stormrungaming
    @stormrungaming 15 дней назад +16

    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.

  • @tamseelalvi
    @tamseelalvi 2 часа назад

    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.

  • @vespiary2066
    @vespiary2066 День назад

    Easily the best UE5 tutorials I've watched! Thanks brother

    • @Rforge
      @Rforge  День назад

      Thank you for the kind words!

  • @Elysium3D_
    @Elysium3D_ 24 дня назад +10

    Great until the car has to make a turn

  • @Gotitmade1
    @Gotitmade1 12 дней назад

    Love it! So concise. And cool voice too!

  • @danelokikischdesign
    @danelokikischdesign 9 дней назад

    It works great! Thank you so much!

  • @neilhilken
    @neilhilken 3 дня назад

    Thank you for the detailed walkthrough, this is really helpful!

    • @Rforge
      @Rforge  3 дня назад

      Glad it was helpful!

  • @Leo7531
    @Leo7531 28 дней назад +2

    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?

  • @chingizzhumagaliyev9572
    @chingizzhumagaliyev9572 24 дня назад +3

    Hey PPL! Don't forget to change the magnitude. It might break the visuals for you.

  • @MrLarsalexander
    @MrLarsalexander 26 дней назад +1

    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?

  • @astedroid
    @astedroid 5 дней назад

    brain nourishment, thank you!

  • @stevenchan928
    @stevenchan928 25 дней назад +1

    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.

  • @user-ey6dr8ij5e
    @user-ey6dr8ij5e 23 дня назад +6

    r.Nanite.AllowTessellation=1
    r.Nanite.Tessellation=1

  • @play-good
    @play-good 9 дней назад

    simple and straightforward
    Thx u so much bro😍
    But i have a simple question
    What About Performance using texture driven Tessellation

  • @mmertduman
    @mmertduman 27 дней назад +3

    How did I not find this channel before? Your content is great! This is what a tutorial should be like.

    • @Rforge
      @Rforge  27 дней назад +1

      Thank you for the feedback!

  • @boris_indrikov
    @boris_indrikov 24 дня назад +1

    Wow! This is a very useful great tutorial! Thank you🙏😊

  • @Czaja1991
    @Czaja1991 23 дня назад

    Hi, does it work with Pathtracing?

  • @ammarali6673
    @ammarali6673 29 дней назад +1

    That was helpful. Thanks Shaun!

    • @Rforge
      @Rforge  29 дней назад +1

      Thank you

  • @BeyondYearTo3000
    @BeyondYearTo3000 19 дней назад

    When i turn on the Nanite on landscape the texture stay transparent.

  • @aakhn3907
    @aakhn3907 29 дней назад +1

    To the point and Informative. Good content!

    • @Rforge
      @Rforge  29 дней назад +1

      Glad you liked it!

  • @MrLarsalexander
    @MrLarsalexander 26 дней назад +1

    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.

  • @PolyRidge
    @PolyRidge 25 дней назад

    fantastic, again, your break downs are amazing, thank you so much!!!

    • @Rforge
      @Rforge  25 дней назад

      Glad you like them!

  • @ramondflx
    @ramondflx 23 дня назад

    Incredible video

  • @LAZAREV3D
    @LAZAREV3D 29 дней назад +1

    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

  • @RollieHudson1
    @RollieHudson1 28 дней назад +2

    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)?

  • @VRDivision
    @VRDivision 23 дня назад

    Good stuff ma man!

  • @tommiebennett
    @tommiebennett 29 дней назад +1

    Thanks for the great content.

    • @Rforge
      @Rforge  29 дней назад

      Thank you for the support!
      -Shaun

  • @malikgillani
    @malikgillani 29 дней назад

    as usual, very helpful, still so much to learn from you :-)

    • @Rforge
      @Rforge  29 дней назад +1

      Thank you !!!! Always a pleasure having you around!
      -Shaun

  • @vishwasraj1341
    @vishwasraj1341 21 день назад +1

    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.

  • @RootsterAnon
    @RootsterAnon 26 дней назад

    Amazing!!!

  • @jotacoxabagaray
    @jotacoxabagaray 24 дня назад +3

    I didn't understand the part about multiplying the dimensions of the landscape and then dividing, could you explain this in text, please?

    • @osefman2763
      @osefman2763 15 дней назад

      I highly advise you to go check the unreal landscape technical guide. Everything is explained in detail.

    • @falsaobagaray4397
      @falsaobagaray4397 15 дней назад

      @@osefman2763 R U Lazy?

    • @osefman2763
      @osefman2763 15 дней назад

      @@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?

  • @HussinKhan
    @HussinKhan 29 дней назад

    Thanks Shaun!

    • @Rforge
      @Rforge  29 дней назад

      Thank you Hussin as always !
      -Shaun

  • @tsingwavechow1736
    @tsingwavechow1736 23 дня назад

    1:49 Hi there, how do I know the height and width for my own gaea landscape?

    • @Rforge
      @Rforge  22 дня назад

      Hi !
      In gaea look for an area on bottom right called 'terrain definition' open it up to reveal the scale.and height
      -Shaun

  • @cgxlv
    @cgxlv 29 дней назад

    Great video. 👏

    • @Rforge
      @Rforge  29 дней назад

      Thank you! 👍

  • @user-mr6bl5hw1r
    @user-mr6bl5hw1r 29 дней назад

    Super Nice tutorial

    • @Rforge
      @Rforge  29 дней назад

      Thanks for the feedback!

  • @NachoMancebo
    @NachoMancebo 16 дней назад

    Hi and Ty. You shoud really write the commands in the description.

    • @Rforge
      @Rforge  16 дней назад

      Hello there
      Which commands specifically ?
      We will get them addid
      -Shaun

  • @knl654
    @knl654 26 дней назад +4

    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

    • @CreepyCurlew
      @CreepyCurlew 26 дней назад

      I am

    • @knl654
      @knl654 26 дней назад

      @@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.

    • @CreepyCurlew
      @CreepyCurlew 26 дней назад

      @@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.

    • @knl654
      @knl654 26 дней назад

      @@CreepyCurlew I add seperate bricks in the corner to hide it.

    • @knl654
      @knl654 25 дней назад +3

      @@CreepyCurlew found the solution, set the center to 1 instead of 0.5, this is in the nanite displacement setting of material.

  • @TechForgeEmmad
    @TechForgeEmmad 29 дней назад

    Do we have to enter r.Nanite.AllowTessellation command or is it default now?

    • @redx3250
      @redx3250 29 дней назад

      Yes, it's still in experimental so it's not on by default

    • @TechForgeEmmad
      @TechForgeEmmad 29 дней назад

      @@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.

  • @VladimirBelous
    @VladimirBelous 29 дней назад

    Thanks, very SUPER!

    • @Rforge
      @Rforge  29 дней назад

      Glad you like it!

  • @raghidalsayek7019
    @raghidalsayek7019 26 дней назад

    Very helpful thank you very much

    • @Rforge
      @Rforge  26 дней назад

      Glad it helped

  • @pelleevertsson
    @pelleevertsson 24 дня назад

    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?

  • @savagebro40
    @savagebro40 29 дней назад +1

    I hope my pc could handle those nanite 😊😊❤

    • @Rforge
      @Rforge  29 дней назад +2

      Haha! It was not too bad just make a small landscape like I did!
      -RF Shaun

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 18 дней назад

    To bad there are still huge gaps on the map and when u walk u float

  • @re5128
    @re5128 19 дней назад

    From A to Z: Nice!

  • @TechForgeEmmad
    @TechForgeEmmad 29 дней назад

    Also I anyone keeps crashing when youre building Landscape nanties, try increasing the page file on your PC to around 150 GBs.

  • @anastascompany5828
    @anastascompany5828 26 дней назад

    Прикол

  • @TheResilence.StoneyPepsi
    @TheResilence.StoneyPepsi 27 дней назад

    #socool

  • @screenapple1660
    @screenapple1660 29 дней назад

    damn I have to learn blender? so much work.....

  • @MorneBooysen
    @MorneBooysen 10 дней назад

    Now animate plz

  • @Morwag_Scrums
    @Morwag_Scrums 16 дней назад

    All of this just to paint? Wtf? Unreal is Unreal.

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 18 дней назад

    Pretty much pointless as the map does not have one constant arch

  • @rubberdog
    @rubberdog 29 дней назад

    Great video, cheers for the share.

    • @Rforge
      @Rforge  29 дней назад

      Thanks so much!