Unreal Engine 5.4: Nanite Tessellation in 10 Minutes | 2024

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  • Опубликовано: 11 янв 2025

Комментарии • 132

  • @ahalabi9
    @ahalabi9 4 месяца назад +21

    For anyone new watching, with Gaea 2.0, you can now download and enable Gaea to Unreal plugin and Unreal will automatically import your Gaea heightmap for you without the hassle of calculating. (Works with UE5.3 and UE5.4)

  • @stormrungaming
    @stormrungaming 8 месяцев назад +39

    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.

  • @ИгорьГуркало
    @ИгорьГуркало 8 месяцев назад +58

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

  • @tamseelalvi
    @tamseelalvi 7 месяцев назад +7

    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.

    • @Rforge
      @Rforge  7 месяцев назад

      Glad you enjoyed it!

  • @vespiary2066
    @vespiary2066 7 месяцев назад +4

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

    • @Rforge
      @Rforge  7 месяцев назад

      Thank you for the kind words!

  • @-Belshazzar-
    @-Belshazzar- 5 месяцев назад +1

    very well paced and narrated, clear and concise, thank you!

  • @mmertduman
    @mmertduman 8 месяцев назад +6

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

    • @Rforge
      @Rforge  8 месяцев назад +1

      Thank you for the feedback!

  • @lebronthegoat3509
    @lebronthegoat3509 2 месяца назад

    You explain things in such a good way. Thanks.

  • @TheCatMurgatroyd
    @TheCatMurgatroyd 3 месяца назад

    I love you 😍
    I'm working on my bachelor project and am a bit terrified lol thank you for this super well made video with simple instructions 🥰

  • @Gotitmade1
    @Gotitmade1 7 месяцев назад +1

    Love it! So concise. And cool voice too!

  • @alexvaulin1140
    @alexvaulin1140 6 месяцев назад

    This is pure gold! Thank you so much!!

    • @Rforge
      @Rforge  5 месяцев назад +1

      Thank you (for the sub too!) :)

  • @neilhilken
    @neilhilken 7 месяцев назад

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

    • @Rforge
      @Rforge  7 месяцев назад

      Glad it was helpful!

  • @Ionut-l7c
    @Ionut-l7c Месяц назад

    next level landscape

  • @MrLarsalexander
    @MrLarsalexander 8 месяцев 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?

  • @Leo7531
    @Leo7531 8 месяцев назад +4

    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?

  • @CheenahPlays
    @CheenahPlays 8 месяцев назад +3

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

  • @unrealhabitat
    @unrealhabitat 7 месяцев назад

    It works great! Thank you so much!

  • @quantumbyte-studios
    @quantumbyte-studios 4 месяца назад +1

    So Nanite Tesselation gives depth to textures based on UV map?

  • @stevenchan928
    @stevenchan928 8 месяцев 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.

  • @Elysium.4D
    @Elysium.4D 8 месяцев назад +26

    Great until the car has to make a turn

    • @fusiongg10
      @fusiongg10 6 месяцев назад

      That can fix tex/vector.cordinate or material direction variables

    • @Omertà_Nera
      @Omertà_Nera 4 месяца назад

      Yeah agree

  • @astedroid
    @astedroid 7 месяцев назад

    brain nourishment, thank you!

  • @盧冠宇-o6n
    @盧冠宇-o6n 5 месяцев назад

    "If someone encounters the 'Nanite mesh sharp' issue in version 5.4.3, they can find it in the Material under Nanite->Displacement.
    Adjust the Magnitude to 0.05 and the Center to 1.
    These two parameters can be modified according to individual needs."

  • @staskolotnitskyi1921
    @staskolotnitskyi1921 6 месяцев назад

    Nice clear info ty 4 that.

    • @Rforge
      @Rforge  6 месяцев назад

      Glad to help

  • @jd-foo
    @jd-foo 5 месяцев назад +2

    Good luck enabling nanite in a big landscape.
    I heard that for 8K more than 200GB of RAM/Paging is required.

    • @lt.facepalm9566
      @lt.facepalm9566 5 месяцев назад

      proof please

    • @Rforge
      @Rforge  5 месяцев назад +1

      Agreed on a larger scene I would 💯% resort to something else for performance or a way to switch it so That surfaces close to the player use this system only for performance reasons

  • @enricobersani8948
    @enricobersani8948 2 месяца назад +1

    did literally every step of the process but nothing happened, went to nanite visualization mode but i cant see anything like you do. Can someone explain to me why?

  • @play-good
    @play-good 7 месяцев назад

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

  • @mehdiyousefi5826
    @mehdiyousefi5826 Месяц назад

    how it doesnt break on seams of static objects?? (tessellation descontinuity)

  • @OjalaStudios
    @OjalaStudios 2 месяца назад

    Fantastic Video. What if you work with 4 different texture, how are you going to set it up?

  • @mclothmann
    @mclothmann 5 месяцев назад

    so before 8:04 everything works for me, but after I add the tire material and landscapelayer blend node the landscape just turns white (instead of black) it only seems to happen with the blend node included, if I just route dirctly from blend material atributes to m_landscape / Material Atributes node it works fine? Very lost with this one lol

    • @yarppal9754
      @yarppal9754 4 месяца назад

      Happened to me too.... And UE crashed after Rebuilding. Found a solution?

    • @mclothmann
      @mclothmann 4 месяца назад

      @@yarppal9754 From what I gather it was a bug in 5.3, I eventually switched to Unreal Senseis landscape material (free) since that now works with Tessellation in 5.4

  • @fahimjaowad8717
    @fahimjaowad8717 3 месяца назад

    Is it performant though? Is there a way to control tri density at a distance, currently it seems like it's the same density everywhere.

  • @vishwasraj1341
    @vishwasraj1341 8 месяцев 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.

  • @LAZAREV_3D
    @LAZAREV_3D 8 месяцев 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

  • @tommiebennett
    @tommiebennett 8 месяцев назад +1

    Thanks for the great content.

    • @Rforge
      @Rforge  8 месяцев назад

      Thank you for the support!
      -Shaun

  • @aakhn3907
    @aakhn3907 8 месяцев назад +1

    To the point and Informative. Good content!

    • @Rforge
      @Rforge  8 месяцев назад +1

      Glad you liked it!

  • @JESSJAMES1886
    @JESSJAMES1886 3 месяца назад

    Hola, quisiera saber porque cuando me acerco se ve mal. Como con picos difusos

  • @vfxfisher
    @vfxfisher 6 месяцев назад

    Well done!

  • @sutuvfx
    @sutuvfx 7 месяцев назад

    great tutorial men...as of now, can we do this in unreal enngine 3.2?

  • @RollieHudson1
    @RollieHudson1 8 месяцев 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)?

  • @tsingwavechow1736
    @tsingwavechow1736 8 месяцев назад

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

    • @Rforge
      @Rforge  8 месяцев назад

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

  • @kyberite
    @kyberite 7 месяцев назад

    Subscribed!

  • @boris_indrikov
    @boris_indrikov 8 месяцев назад +1

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

  • @TechForgeEmmad
    @TechForgeEmmad 4 месяца назад

    can you recreate this tutorial, for Gaea 2.0

    • @Rforge
      @Rforge  4 месяца назад

      Hey Yes on the todo list for sure

  • @jotacoxabagaray
    @jotacoxabagaray 8 месяцев 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 8 месяцев назад

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

    • @falsaobagaray4397
      @falsaobagaray4397 8 месяцев назад

      @@osefman2763 R U Lazy?

    • @osefman2763
      @osefman2763 8 месяцев 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?

    • @RIP_MyPC-r9w
      @RIP_MyPC-r9w 3 месяца назад

      @@falsaobagaray4397no but it seems like you are lazy. You go Tutorial to tutorial thinking it will make you learn thangs. Take an actually corse or watch content that explains in depth. You can’t watch and copy you must first learn what you’re looking at then come back to this. Once you do you will have a much easier time figuring out what he’s doing along the way. You have to start with the basics you can’t depend on everyone to answer your questions in detail in the RUclips comments section. Take the time to learn dude

  • @FinalMotion
    @FinalMotion 8 месяцев назад

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

    • @Rforge
      @Rforge  8 месяцев назад

      Glad you like them!

  • @NachoMancebo
    @NachoMancebo 8 месяцев назад

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

    • @Rforge
      @Rforge  8 месяцев назад

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

  • @ammarali6673
    @ammarali6673 8 месяцев назад +1

    That was helpful. Thanks Shaun!

    • @Rforge
      @Rforge  8 месяцев назад +1

      Thank you

  • @Opt4grunt
    @Opt4grunt 6 месяцев назад

    Great video my friend but how did you create the Auto Mask? I'm new to Material in UE5

    • @Rforge
      @Rforge  6 месяцев назад

      Hi !
      Which auto mask specifically

  • @knl654
    @knl654 8 месяцев 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 8 месяцев назад

      I am

    • @knl654
      @knl654 8 месяцев 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 8 месяцев 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 8 месяцев назад

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

    • @knl654
      @knl654 8 месяцев назад +3

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

  • @jorricktv9550
    @jorricktv9550 7 месяцев назад

    but it looks bad once you walk on it no ? because the discplacement is on gpu but not on cpu ... If there is a way to make it look good in actual gameplay can you make a tutorial on that aswell ?

  • @BeyondYearTo3000
    @BeyondYearTo3000 8 месяцев назад

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

  • @MatiEP09
    @MatiEP09 7 месяцев назад

    Dosesn’t seem to work when the project is packaged :(

    • @Rforge
      @Rforge  7 месяцев назад

      Hi could be as this is experimental right now but it should work, what error are you getting maybe push that to the unreal engine forms so a potential but can be identified

  • @MangaGamified
    @MangaGamified 7 месяцев назад

    Nanite static non-dynamic and non-forest trees demo.

  • @Czaja1991
    @Czaja1991 8 месяцев назад

    Hi, does it work with Pathtracing?

  • @robadc
    @robadc 7 месяцев назад

    Run into the issue of the landscape becoming invisible once tessellation is turned on, anyone know a fix?

    • @hellbxy_v
      @hellbxy_v 6 месяцев назад

      same here, any fix yet?

  • @malikgillani
    @malikgillani 8 месяцев назад

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

    • @Rforge
      @Rforge  8 месяцев назад +1

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

  • @MrPangahas
    @MrPangahas 7 месяцев назад

    do these displacement have collisions or are they purely visual?

    • @Rforge
      @Rforge  7 месяцев назад

      Hi! They are changing the mesh so not just visual (as you can see in the nanite triangles view) very different result to just using a normal map
      -Shaun

    • @MrPangahas
      @MrPangahas 7 месяцев назад

      @@Rforge so basically if the player steps on it the feet would actually be on top?in previous versions that wasnt the case.

  • @satishpillaigamedev
    @satishpillaigamedev 6 месяцев назад

    hi im not seeeing tessellation in material properties any idea why ?

    • @markrennie86
      @markrennie86 5 месяцев назад

      are you using version 5.4?

    • @satishpillaigamedev
      @satishpillaigamedev 5 месяцев назад

      @@markrennie86 hey Mark I had this issue because I was using 5.3 its working fine in 5.4 thanks 👍

  • @TechForgeEmmad
    @TechForgeEmmad 8 месяцев назад

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

    • @redx3250
      @redx3250 8 месяцев назад

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

    • @TechForgeEmmad
      @TechForgeEmmad 8 месяцев 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.

  • @Carlosnl16
    @Carlosnl16 6 месяцев назад

    When i open the .ini with the notepad i full of interrogations, i don't know why

  • @savagebro40
    @savagebro40 8 месяцев назад +1

    I hope my pc could handle those nanite 😊😊❤

    • @Rforge
      @Rforge  8 месяцев назад +2

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

  • @MrLarsalexander
    @MrLarsalexander 8 месяцев 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.

  • @pelleevertsson
    @pelleevertsson 8 месяцев 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?

  • @CGToonStudio
    @CGToonStudio 5 месяцев назад

    I wish I could use nanite in Blender 😢 will be time saver.

    • @Rforge
      @Rforge  5 месяцев назад

      Dont we have a remesh option ? I think that is close (but not exact)

    • @CGToonStudio
      @CGToonStudio 5 месяцев назад

      @@Rforge yeah but it will waste a lot of time.

  • @VRDivision
    @VRDivision 8 месяцев назад

    Good stuff ma man!

  • @WillsB1985
    @WillsB1985 2 месяца назад

    Nice tutorial but I did every step and when I built data nothing happened.

    • @VGforCG
      @VGforCG 2 месяца назад

      same

  • @cgxlv
    @cgxlv 8 месяцев назад

    Great video. 👏

    • @Rforge
      @Rforge  8 месяцев назад

      Thank you! 👍

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 8 месяцев назад

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

  • @TechForgeEmmad
    @TechForgeEmmad 8 месяцев назад

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

  • @HussinKhan
    @HussinKhan 8 месяцев назад

    Thanks Shaun!

    • @Rforge
      @Rforge  8 месяцев назад

      Thank you Hussin as always !
      -Shaun

  • @ramondflx
    @ramondflx 8 месяцев назад

    Incredible video

  • @reaper_artwave
    @reaper_artwave 8 месяцев назад

    Very helpful thank you very much

    • @Rforge
      @Rforge  8 месяцев назад

      Glad it helped

  • @re5128
    @re5128 8 месяцев назад

    From A to Z: Nice!

  • @VladimirBelous
    @VladimirBelous 8 месяцев назад

    Thanks, very SUPER!

    • @Rforge
      @Rforge  8 месяцев назад

      Glad you like it!

  • @RootsterAnon
    @RootsterAnon 8 месяцев назад

    Amazing!!!

  • @anastascompany5828
    @anastascompany5828 8 месяцев назад

    Прикол

  • @dexio85
    @dexio85 6 месяцев назад

    It's nice tutorial but it would be nice to point out this is not for games. I see a lot of dismal demos that try to use features like that and pretend (usually to get money from investors) that this is how the game is going to look like, etc. Makes the whole industry go to s*it.

  • @screenapple1660
    @screenapple1660 8 месяцев назад

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

  • @TheResilentNerd
    @TheResilentNerd 8 месяцев назад

    #socool

  • @CrypticNord
    @CrypticNord 8 месяцев назад

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

  • @MorneBooysen
    @MorneBooysen 7 месяцев назад

    Now animate plz

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 8 месяцев назад

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

  • @rubberdog
    @rubberdog 8 месяцев назад

    Great video, cheers for the share.

    • @Rforge
      @Rforge  8 месяцев назад

      Thanks so much!