Yes, I will address this in the full video. Nanite is good for situations where you will have many Nanite meshes occluding each other in the player’s field of view. So, if you built an environment from many scan meshes like photogrammetry and megascans or very dense 3D sculpts.
Sorry but : Nanite is pertinent when you include A LOT of photogrammetries, with a LOT of polygons... I don't see the point here ??? Do I miss somethin ?
You’re missing that this is showing the workflow of using Epic Games’ Send to Unreal add-on which allows for the quick transfer of assets between Blender and Unreal Engine. I’m also showing the results of photogrammetry produced with a mobile phone using beta apps Reality Scan and TRNIO+. It’s not as detailed as desktop photogrammetry outputs but still decent, as you can see in the video. And yes, Nanite is good for many large meshes including photogrammetry and scanned meshes, particularly where these dense assets will be occluding each other. Using these methods and the included megascans bridge that comes in UE5, you could easily build richly detailed and dense levels leveraging the power of Nanite and Lumen.
No sound?
No sound. Just a preview for now.
No audio?
No audio, just a preview for now.
Nanite is not really usefull for small model like this it it ? It's more usefull for big monuments ? nop ?
Yes, I will address this in the full video. Nanite is good for situations where you will have many Nanite meshes occluding each other in the player’s field of view.
So, if you built an environment from many scan meshes like photogrammetry and megascans or very dense 3D sculpts.
Sorry but : Nanite is pertinent when you include A LOT of photogrammetries, with a LOT of polygons... I don't see the point here ???
Do I miss somethin ?
You’re missing that this is showing the workflow of using Epic Games’ Send to Unreal add-on which allows for the quick transfer of assets between Blender and Unreal Engine.
I’m also showing the results of photogrammetry produced with a mobile phone using beta apps Reality Scan and TRNIO+. It’s not as detailed as desktop photogrammetry outputs but still decent, as you can see in the video.
And yes, Nanite is good for many large meshes including photogrammetry and scanned meshes, particularly where these dense assets will be occluding each other.
Using these methods and the included megascans bridge that comes in UE5, you could easily build richly detailed and dense levels leveraging the power of Nanite and Lumen.