Nanite in UE5: The End of Polycounts? | Unreal Engine

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  • Опубликовано: 19 дек 2024

Комментарии • 346

  • @singh-wz4ql
    @singh-wz4ql 3 года назад +154

    hope ue5 also helps in efficient foliage rendering

    • @gabrielkwiecinskiantunes8950
      @gabrielkwiecinskiantunes8950 3 года назад +14

      It does regular foliage rendering, requiring classic optimization techniques like mesh reduction and levels of detail.

    • @remon563
      @remon563 3 года назад +4

      very likely that we will see foliage optimization until late next year (if ever). It mainly depends if they can find a method of using Nanite with WPO.

    • @adamlentz6708
      @adamlentz6708 3 года назад +3

      Oh my man, it goes above and beyond foliage rendering. I think the biggest effect will be seen in VR, where the workflow is still very low poly and low texture fidelity.

    • @adamlentz6708
      @adamlentz6708 3 года назад +2

      @@agodelianshock9422 absolutely! Nanite is going to revolutionize 3d model workflows and completely deprecate normal maps and masked textures.

    • @adamlentz6708
      @adamlentz6708 3 года назад +1

      @@_v_m_ Yeah, but its important to remember this is early access, and performance is going to get a lot better between now and the first public release. Definitely good to know for people playing around with UE5 now and wondering why optimization drops with foliage, though!

  • @Azer0sz
    @Azer0sz 3 года назад +111

    The vertex colors baking was REALLY interesting. Ty!

    • @alekjwrgnwekfgn
      @alekjwrgnwekfgn 3 года назад +2

      Makes me feel better about upgrading 3D Coat, (even though I have ZBrush). It really still is the best for vertex painting.

  • @farazkhan4871
    @farazkhan4871 3 года назад +29

    Thank you, finally a video which is not 2 hours long. You guys should start uploading more vids like this on other topics too.

  • @silveraddydwimores4085
    @silveraddydwimores4085 3 года назад +113

    I can't love UE5 enough for all the revolutionary tools that is going to humbly hand down to us lone poor artists that don't work for companies, corps or specialized teams.

    • @damir2004
      @damir2004 3 года назад +3

      Yes, UE5 is big step for bigger companies, not for small indie teams :( So sad.

    • @Bob3D2000
      @Bob3D2000 3 года назад +16

      @@damir2004 Why? It doesn't cost any more. Not to mention that Silveraddy was saying how happy they are with it, not lamenting it.

    • @detuneCris
      @detuneCris 3 года назад +6

      @@agodelianshock9422 photogrammetry is actually free with UE4/5 too... The whole Quixel and megascans are free if you use with UE.
      And you don't need to travel anywhere until you actually have a project going (and even then, not necessarily), which will require money in the first place anyways. How else are you planning pay to your accountant?

    • @damir2004
      @damir2004 3 года назад +2

      ​@@Bob3D2000 The biggest advantage of UE4 is marketplace with lots of usable assets. First year or two, only big companies will have money for 3D modelers high poly meshes. Megascans is good, I was subscriber before Epic bought them. But they cant be only option. Second thing, you need much powerful computer for development in time when graphic cards are very expensive.

    • @BorodaWayne
      @BorodaWayne 3 года назад +5

      @@agodelianshock9422 JUST USE SCULTIPNG! OH MY GOD! MAYBE GO AWAY FROM GAME DEV AND JUST CRY ON RIVER MAN?

  • @ARMRgarden
    @ARMRgarden 3 года назад +41

    Thank you for this! I like the: no unwrap/vertex color bake solution along with having the granular control of material detail in editor. Would love to see more about that technique.

    • @RunTheTape
      @RunTheTape 3 года назад +1

      me too! any tutorials ?

    • @slimefactoryonline
      @slimefactoryonline 3 года назад +1

      If anyone can teach me this in a 1:1 session (PAID) pls get in contact with me, thx

  • @dow647
    @dow647 3 года назад +33

    Great video, loads of info. In the video at 23:45 - 25:56 baking masked data into geometry/vertex colors, that whole technique. Can someone point me in that direction to learn more about it? Documentation or video, Thanks in advance.

    • @valtzar3200
      @valtzar3200 3 года назад +3

      this, i also need this

    • @PhilNavidson
      @PhilNavidson 3 года назад +2

      We can't see exactly how it's done in this video because we can't see the material node graph, but it's basically going to be a baked map (like AO, thickness, or curvature) which serves as a mask for each texture you want to apply to the object. The mask gets hooked up to a parameter in the material graph so that it can be faded in and out as desired. It's done in the material editor.

    • @swordsmancity
      @swordsmancity 3 года назад +3

      @@PhilNavidson I think there is no baked maps; but only vertex colors on the actual meshes which are being used as "masks" to switch between different materials, thats why it is the "no unwrapping" workflow. Well at least thats how i understand it. Definitely need more information about that workflow.

    • @Suthriel
      @Suthriel 3 года назад +3

      Instead of baking some infos in textures/masks (like roughness/curvature into roughness and curvature textures) you use the vertex colors to store this information - and since those multimillion polygon assets come with multimillion vertexes, that can store all the info, you probably get far better results with that way than with any unwrapping and baking all the info into regular textures/masks.
      Then in UE, they simply have recreated those smart materials from Quixel (or their Substance painter equivalent), where they blend those layers depending on the information stored in the vertex colors of this asset. E.G. for curvature, instead of using a separtate curvature mask to blend between background material and color, that goes on top, you access the vertex color channel, that got the curvature baked in, and use that for the LERP and blending.
      All we need now is a good (and free ^.^) way of creating or baking those still required information into vertex colors. As far as i can see, UE5 has no curvature shader (a real one, no screenspace stuff), so we have to get the curvature info from somewhere else.

    • @swordsmancity
      @swordsmancity 3 года назад

      @@Suthriel I think Mixer has real time curvature, but i am not really sure if you can bake that directly into the vertex color of the mesh instead of an actual uv set (also my knowledge about vertex colors is limited) Let me check, i'll edit if thats possible;

  • @MillanSingh
    @MillanSingh 3 года назад +73

    Would love to see a video just about that final texturing method using the vertex colors.

    • @magbhitu
      @magbhitu 2 года назад +13

      I concur - so weird he spent so much time on demoing existing UV centric processes but then ignored the details of how to actually do the new hotness.

  • @BrianScotland
    @BrianScotland 3 года назад +84

    Nanite is amazing, can't wait for full version with VR.

    • @lifeartstudios6207
      @lifeartstudios6207 3 года назад +2

      big this my guy, add in super resolution from AMD and whooooo buddy that's some good content

    • @BrianScotland
      @BrianScotland 3 года назад +2

      @@lifeartstudios6207 DLSS plugin already exists

    • @lifeartstudios6207
      @lifeartstudios6207 3 года назад +3

      @@BrianScotland not universal

    • @quarkyzarky
      @quarkyzarky 3 года назад +9

      @@lifeartstudios6207 So? Only a small percent of people (idiots) buy AMD GPUs anyway. Anyone interested in running the kind of VR we're talking about here with UE5 would most def and wisely bought an RTX 3080/3090 or are going to buy Nvidia 4000 series. AMD is an own goal :/

    • @kazioo2
      @kazioo2 3 года назад +7

      @@lifeartstudios6207 UE5's built-in TSR is significantly superior to AMD's FSR, which is just a simple image filter that doesn't use any engine data.

  • @harrysanders818
    @harrysanders818 3 года назад +6

    Wow. Proxy Mesh use cases are insane! I thought building with nanite would kill any kind of scalability of a project. But Epic again thought about everything instead of mindlessly pumping out new features. Incredible. Really incredible.

    • @oozly9291
      @oozly9291 3 года назад +1

      _cough cough_ *Unity*

  • @greaver5470
    @greaver5470 3 года назад +18

    I've been refining my new work flows in UE5, and I must say the time saved is incredible! Even if the end result was relatively the same, the time saved on Nanite (and then Lumen on top of that!) is a TOTAL game changer! Thank you UE!

    • @cabreram.4734
      @cabreram.4734 3 года назад

      If you're developing for consoles remember Lumen only runs at 30 Fps.

    • @greaver5470
      @greaver5470 3 года назад

      @@cabreram.4734 Thanks, PC only atm. But, I have personally hit 89fps in a personal project in UE5. What have you hit in UE5? So this is console only?

    • @oozly9291
      @oozly9291 3 года назад

      @@greaver5470 have you figured it out yet?

    • @greaver5470
      @greaver5470 3 года назад

      @@oozly9291 If I am missing something, it may have to wait, I went back to 4.26 for the Epic GameJam. If I can get translucency to work in 5 then I'll come back, otherwise I'll go to 4.27 and stay for a while. Any 'enlightenment' may have to wait!

  • @DanMcLaughlin
    @DanMcLaughlin 3 года назад +1

    Really appreciate putting this video out, especially in Blender. Note a bit of a mixture of terminology - Smoothing Groups is Max - Hard/soft edges is Blender (and all other apps I believe).

  • @alexhooi7268
    @alexhooi7268 3 года назад

    Thank you for covering the different UV workflows, that really stumped me when contemplating the process of unwrapping very high poly models.

  • @swordsmancity
    @swordsmancity 3 года назад +2

    I think specifically 5th workflow of unwrapping "Dont bother with unwraps at all", is the best way of texturing your assets and is the future of texture/material workflow, because it is highly customizable, easier to do and does not require high amounts of HDD/SSD space unlike "baked" textures.
    I am already using similar workflow (not exactly but; i have base matarial sets and using unique grayscale masks to give each asset a unique look while using tileable textures) and am really curious about limitations and details about this particular workflow. I hope we can see more videos/examples/tutorials about this topic. Thanks for the video.

    • @swordsmancity
      @swordsmancity 3 года назад

      @@unrealization3332 From 25:09 to 25:57 he is showing that with using different parameters and giving different tileable materials you can change the whole asset's look, just like how you want while still having the same mesh.

    • @swordsmancity
      @swordsmancity 3 года назад

      @@unrealization3332 I see. Well to me thats a decent price to pay if you wont really be needing any UV unwrapping or needing to bake anything and having those as actual textures. How much of a space is the new vertex colored mesh going to need and how big it will be compared to the masks you will be baking and importing in engine is also another question.
      Also i think if i really need specific customizations like you mention, i might consider to actually unwrap the same model and use vertex colors for customizations like video shows; and can use UVs to use actual baked masks then with the same mesh, all in theory though :)
      Edit: Now i think about it, you you can also use different channels of the vertex colors to have those seperate variants of masks to have the seperate look you want.

    • @swordsmancity
      @swordsmancity 3 года назад

      @@unrealization3332 Yeah i agree, that might really hit performance if you use that many different variants/meshes for the same model. In that case i would only import different variants with different vertex colors when i really need it, and would try to live with customizations i already have. Really depends on use case like you said mate.

  • @machinist1051
    @machinist1051 3 года назад +13

    I really want to see the node graph for the material shown in the video. Any chance we can get project files, an overview, or at least a screenshot of that?

    • @donchillow527
      @donchillow527 3 года назад +3

      ruclips.net/video/ln2TOz_TDpA/видео.html
      Das kann scheinbar was das material kann

  • @alekjwrgnwekfgn
    @alekjwrgnwekfgn 3 года назад +1

    Great video format! And I love the continued featuring of Blender.

  • @musicdudem6673
    @musicdudem6673 3 года назад +5

    im so glad its not live and instantly available

    • @irecordwithaphone1856
      @irecordwithaphone1856 3 года назад

      It is live though. You can access it using the UE5 early preview

    • @musicdudem6673
      @musicdudem6673 3 года назад

      @@irecordwithaphone1856 i meant the video, its nice to be able to skip past all the fluff content that makes videos 4-5 times longer than they really are

    • @irecordwithaphone1856
      @irecordwithaphone1856 3 года назад

      @@musicdudem6673 Ohhhh yeah makes sense

  • @ZephrusPrime
    @ZephrusPrime 3 года назад +19

    Baking masked data into the high poly geo through the vertex colors? I'm a bit confused so if I have a highpoly in ZBrush and I polypaint it ie-Vertex colors how do I bake masks without having UV's so I can then use them for PBR texturing in UE5? I really need to see this workflow better.

    • @RwanLink
      @RwanLink 3 года назад +1

      yeah it seems incredible we need to see more

    • @seby5962
      @seby5962 3 года назад

      With this technique you don't need to bake the masks as textures any more.
      UE can read the vertex colors. But of course, you can only do simple maths with those masks in UE, noting extreme complex like you can do in Substance Painter

    • @ZephrusPrime
      @ZephrusPrime 3 года назад +2

      @@seby5962 ​ Oh, so does that means I can add a mask inside UE5 onto the polypaint data (vertex color map)and adjust their properties in UE like a substance painter light?

    • @thoeme
      @thoeme 3 года назад

      @@ZephrusPrime Essentially you can bake grayscale maps to the individual vertex color channels and then in UE paint on those channels if you want to further adjust them. This is typically used to blend between various materials on the same mesh like seen in this example. Of course the detail richness of this depends on the vertex count.

    • @IGarrettI
      @IGarrettI 3 года назад

      Think of them as Uv channels

  • @Simon-iq1yl
    @Simon-iq1yl 3 года назад

    Excellent video, well-paced, not too short or too long.

  • @amannin1
    @amannin1 3 года назад +17

    I'm still trying to understand what the workflow will be with Substance materials that use displacement. So far people are saying you have to tesselate your geometry before brining into UE5, but if that's the case, then you lose the power of parametrization and can no longer adjust detail on the fly. Can anyone explain how or if Substance materials will work with Nanite?

    • @mariuszpocztowski9565
      @mariuszpocztowski9565 3 года назад +3

      So 4 months have passed, did you learn something new about SP and displacement? I am curious

    • @amannin1
      @amannin1 3 года назад +3

      @@mariuszpocztowski9565 Nope. The mystery prevails.

    • @Niberspace
      @Niberspace 2 года назад

      Nanite has and will always have some drawbacks, so in some cases (like the one you mentioned of parametrization) you'd use the conventional pipeline. Nanites mission isn't to replace every mesh.

  • @fuzziau5669
    @fuzziau5669 3 года назад +8

    This would make VR games much easier to run.
    Which I am really excited to see, because visual processing is such a struggle with traditional LODs, especially with shadows or reflections in the mix, or high detail environments with objects

  • @Palexite
    @Palexite 3 года назад +5

    Unreal Engine is litterally any tool when it comes to computer engineering. Im so glad this stuff exists!

  • @blendr64
    @blendr64 2 года назад

    Wow! Excellent techniques & tips. Thanks!

    • @blendr64
      @blendr64 2 года назад

      wait, this also has some amazing info for UV mapping, material vertex painting!

    • @blendr64
      @blendr64 2 года назад

      lol "...and that's everything."

  • @maxmustsleep
    @maxmustsleep 3 года назад

    awesome video! lots of great insights and honest applications :)

  • @PawełWardecki-q1w
    @PawełWardecki-q1w Год назад

    Whoaaa! A real game changer, brilliant! Thank You

  • @MichaelofthehouseFalcone
    @MichaelofthehouseFalcone Год назад

    I would love to see more info on the material layer blending near the end, seems like a really versatile workflow.

  • @shikhermyv
    @shikhermyv 3 года назад +3

    Nanite is amazing. I hope it comes to mobile platforms.

  • @NourArt02
    @NourArt02 2 года назад +1

    There is a sixth option you forgot to mention .. Blender has modifier called multi-resolution, you can create a low poly mesh and unwrap it, then add the multi-res modifier sculpt the high details you need

  • @JimmeeAnimAll
    @JimmeeAnimAll 3 года назад +7

    Great stuff Epic Team - as usual. 💖
    Am I correct, that "Material Meta" finally 100% shifted to "plain" layered materials, and blending between them is handled by masks, vertex paints and soon probably some kind of generators ?? Just like the offline rendering with procedurals and tileables ?

  • @yanovsky62360
    @yanovsky62360 2 года назад

    I feel 10x more confident in soft soft, thanks!

  • @Mirakuruuu
    @Mirakuruuu 3 года назад +1

    Now this is the new beginning of next gen gaming. Cant wait to play the first game ever made to be using nanite. I just hope they dont have the mindset of caring about polycounts anymore

    • @ultimatumdweebium2965
      @ultimatumdweebium2965 3 года назад

      press x to doubt... you should look for cel shaded games most are made in china korea and japan but play the ones from japan cuz japan is an ally of the us while china ain't and korea dunno bout it

  • @LatinoSoulja1
    @LatinoSoulja1 3 года назад +1

    This is going to be a huge game changer for environment/prop artists. But the old fashioned way will remain true for character artists since nanite won't support deformation.

  • @knl654
    @knl654 3 года назад

    Very informative, I was wondering how would I manage to unwrap such high poly model, now that is no longer a concern thanks to this video.

  • @JohnDaniels
    @JohnDaniels 3 года назад +3

    Nana is amazing, I did a video showing some real world examples performance from ue4 and then in ue5 with Nana and it was unbelievably spectacular. It's definitely a game changer 👍🏻

  • @billyjohnny6225
    @billyjohnny6225 3 года назад +2

    I really hope that in the final version of UE5, Nanites can be used even with Skeletal meshes and animated foliage

    • @uajrh1
      @uajrh1 3 года назад

      It will be in the final version

    • @Abazur7
      @Abazur7 3 года назад +1

      @@uajrh1 How do you know?

    • @GoatOfTheWoods
      @GoatOfTheWoods Год назад

      @@Abazur7 foliage is in already. Skeletal mesh next.

  • @eldexxo
    @eldexxo 3 года назад +3

    Awesome. I wonder how the auto lodding affects the vertex paint texturing method. Will it not shift visibly at different distances?

  • @mgtopics108
    @mgtopics108 3 года назад

    Unreal Team You are doing Super Good 🔥

  • @thegoodthebadandtheugly579
    @thegoodthebadandtheugly579 3 года назад

    I love this visual!!! Beautiful! 🤩🤩🤩

  • @mattloulou123123
    @mattloulou123123 3 года назад +8

    Too bad it doesn’t work for transparent foliage :(

    • @Valconeye
      @Valconeye 3 года назад +10

      *Yet.

    • @eriryuukai
      @eriryuukai 3 года назад +1

      They planning to support that in the future so dont worry mate

    • @FrancoSciaraffia
      @FrancoSciaraffia 3 года назад +5

      But if poly count isn't an issue why not just do the entire thing with geometry?

    • @boskee
      @boskee 3 года назад

      @@FrancoSciaraffia Because existing assets. You're right about anything new of course.

    • @mattloulou123123
      @mattloulou123123 3 года назад +1

      @@FrancoSciaraffia I think one of the issues is that nanite also currently doesn’t work with world position offsets, so you wouldn’t be able to animate foliage

  • @Anton0witch
    @Anton0witch 3 года назад +8

    does naninte/ lumen get vr support? amazing technique for games and movies

    • @noahlederer8587
      @noahlederer8587 3 года назад

      why are you screaming bro

    • @realadnoh
      @realadnoh 3 года назад

      Should it Not Work Out of the Box with PC Platform VR Like Vive or Rift? As Long as it renders on PC ..

    • @berkokten4444
      @berkokten4444 3 года назад

      it works with pc vr

    • @kazioo2
      @kazioo2 3 года назад

      Nanite yes (eventually), Lumen no. Lumen is meant for highest end hardware at 30-60 FPS and 1080p native rendering (upscaled to 4K). It's too heavy for VR, so they currently have no plans to support it.

    • @lifeartstudios6207
      @lifeartstudios6207 3 года назад

      only in deferred. maybe not instanced stereo though. Add in AMD super resolution and you could go really far with this.

  • @FMagno
    @FMagno 3 года назад

    Thank you very much! Best explanation up until now on this, if you can please create an update video with the change on the full release after the UE5 launch.

  • @ApeirogonGames
    @ApeirogonGames 2 года назад +1

    As soon as you guys get it working on skeletal meshes; yes. It will be the end of polycounts :P

  • @stepkefreak
    @stepkefreak 2 года назад

    I would love to see the video about creating this material

  • @toiletfx5679
    @toiletfx5679 3 года назад +1

    Epic really knows how to make a good game engine :o

  • @rahulthomas8383
    @rahulthomas8383 3 года назад +3

    27:09 '14mb per 1 million triangles'
    1 billion polygons = 1.4gb
    100 gb AAA budget = 71.4 billion triangles
    Using a system like Microsoft Flight Simulator's Azure server,
    2 PB = 1.4 quintillion!

    • @LudvikKoutnyArt
      @LudvikKoutnyArt 3 года назад

      That data is not stored on your PC, but on a server, and also not all displayed at the same time. Only tiny fraction of it is streamed to your PC and displayed. So this is just not even remotely comparable.
      What MS FlightSim does is not feasible for many other game genres for many different reason. Think of FlightSim more of like interactive google maps you can fly in.

    • @marianocvart
      @marianocvart 3 года назад

      @@LudvikKoutnyArt Still 100gb for 71 billion triangles is a heck of a deal, i'll take it. I don't understand why people complain about this.

  • @fouadchakerbzr7601
    @fouadchakerbzr7601 3 года назад

    amazing. the material layers workflows needs more insights, hopefully you come with a separate video. thank you

    • @Cloroqx
      @Cloroqx 3 года назад

      Check out his Artstation page.

  • @tytotech9498
    @tytotech9498 3 года назад

    While memory is still a thing, this is super cool!

  • @Dannington
    @Dannington 3 года назад +2

    Hey Arran - nice! Any other downsides to Nanite other than material restrictions and proxies for collision? Are they efficient to be moved around in the scene or are they more suited to being static scenery? Hope to see you at London is Unreal if it starts up again!

  • @randallcromer66
    @randallcromer66 3 года назад

    Awesome video and great information...👍

  • @unreal_metronomus678
    @unreal_metronomus678 2 года назад

    Guys, i am having problems with the uv mapping. Perhaps i misunderstood the Workflow. I create a low model, unwrapped it and wanted to sculpt it. But when i remesh the model in order to sculpt, i loose the uv data. I tried transfering uv from a copy of the low model onto the sculpt, but it doesnt make any Sense. What ist your workflow? Thanks!

  • @alexmomot6268
    @alexmomot6268 3 года назад +2

    Thanks!
    It would be great if you share UE5 projects you showed with the original DCC project files. 8)

  • @bernhard.rieder
    @bernhard.rieder 2 года назад

    How do you bake AO, Thickness and Curvature into the R,G,B Channels?

  • @FF-FAN9999
    @FF-FAN9999 2 года назад

    wait how do you bake the maps into the vertex colors? id like to see more info on that.

    • @ijerofei
      @ijerofei Год назад

      hi, did you find anything?

  • @davidjimenezsaiz8811
    @davidjimenezsaiz8811 3 года назад

    Looks awesome. A big problem I see is to bring such high res meshes into Painter or your texturing software.

  • @samduss4193
    @samduss4193 Год назад

    I wonder cause resolution is sort of restricted a bit in blender and i d like to animate some realistic character... I wonder the work flow.. Can i build that over Blender, Texturing high res and eventually use Unreal instead of Blender ? would that worth it ? ... thakn you

  • @hiromichael_ctranddevgames1097
    @hiromichael_ctranddevgames1097 3 года назад

    Unreal V - is soo awesome, greeting from the American

  • @goldenmikytlgp3484
    @goldenmikytlgp3484 Год назад

    I hope this nanite tecnology can be applied in ithrr softwares too like blender. Would help a lot

  • @SFtheWolf
    @SFtheWolf 3 года назад +1

    moving to a post normal map world is going to take some mental adjustment

  • @denniss.3907
    @denniss.3907 2 года назад +1

    what kind of art style are these mountains? what i have to learn to create something like this? i have no idea xD

  • @RunTheTape
    @RunTheTape 3 года назад

    Any good tutorials for the "Don't bother with unwraps at all", vertex painting, procedural damage like option? I'm just getting started with Unreal.

  • @ChiakaChima3D
    @ChiakaChima3D 3 года назад

    Impressive guys👍🏾👍🏾❤❤

  • @ThePedrors
    @ThePedrors 3 года назад +1

    Hey Arran,
    I'm having some trouble with Nanite and Virtual Shadow Maps.
    Depending on the angle of my sunlight the shadows cast from my nanite mesh are quite low res. That is exaggerated even more if I use a long camera lens (200 mm for example).
    I can send you the Unreal forum link with some images if necessary.
    Any idea what it might be?

  • @StylizedSchools
    @StylizedSchools 3 года назад

    Quick question, is there any workflow for displacement on vertex painted meshs? for example a stone wall with a secondary plaster texture vertex painted on. Previously you could blend between the height maps and tesselate then displace the result but this doesnt seem possible yet. I figured out I can bake geo based on a height map in the modelling tools but it only supports one height map texture.

  • @gameguy301
    @gameguy301 3 года назад

    does UE5 support mesh shaders? given Nanites limitation to opaque static geometry, it seems like mesh shaders would be a good fit to tackle everything else. especially something like a dense forest.

  • @JB-hb1iv
    @JB-hb1iv 3 года назад +2

    Does nanite work in VR and AR?

  • @TheFlatEarthChannelcom
    @TheFlatEarthChannelcom 2 года назад

    Is there an option on quixel to Import nanite mesh with lower resolution textures?

  • @mx472000
    @mx472000 2 года назад

    Can you use Nanite for LED Volume ICVFX workflows?

  • @Cloganart
    @Cloganart 3 года назад +3

    Need this for untethered VR.

  • @alltheparts
    @alltheparts 3 года назад +1

    Does Nanite mean that pre-rendered skyboxes like in Final Fantasy 7 Remake are no longer necessary and can be done in real time with the same amount of detail?

    • @bltzcstrnx
      @bltzcstrnx 3 года назад

      Hope so, but Nanite and Lumen do little help when dealing with sloppy work.

  • @micho510900
    @micho510900 3 года назад

    I have a question, when doing a model with a lot of small elements like screws and cables, is it better to keep the mesh as a one solid merged object where every vertex is connected to each other, or is it still better to make cables and screws unconnected. Is it completely culled by nanite at some distance, or there's always at least one triangle visible?

    • @babush6
      @babush6 3 года назад

      All elements should be like a real object, you don't need to connect absolutely all vertices. But all parts of a mesh can be one fbx object.

  • @cole1714
    @cole1714 3 года назад

    nice i can't wait for games to take up the entire hard drive now🙂

    • @cole1714
      @cole1714 3 года назад

      i wanna see those polys RENDER. I want a front row seat

  • @mattw940
    @mattw940 3 года назад

    For rigged characters (skeletal mesh?) and animated objects like vehicles that can't make use of nanite, is it possible maintain quads, so that sub division levels could be raised and or lowered in engine based on distance, replacing LODs that often result in "pop in"?

    • @jamesnomos8472
      @jamesnomos8472 3 года назад +1

      You CAN use nanite on animated objects like cars, at least so long as you make it out of multiple rigid meshes. Break it into pieces, and make the rigid parts nanite, and it all works.

    • @mattw940
      @mattw940 3 года назад

      @@jamesnomos8472 ooh, how fast can vehicles move before the effect becomes notice-able? If I have side and rear view mirrors function like cameras, rendering an additional 3 times, does rendering 4 different angles at once divide that total speed by 4?

    • @jamesnomos8472
      @jamesnomos8472 3 года назад

      @@mattw940 I don't fully understand the premise of your question; I think you misunderstood my reply. ANY nanite mesh can be animated, in the sense that it can be translated and rotated freely (with no limits on speed). What cannot be done, in any form, is the deformation of a nanite mesh (I am unsure whether resizing the mesh or rescaling in one or two dimensions is allowed).
      If you want to use Nanite on something like a car, you would need to break it into its rigid components as discrete meshes (e.g. the doors, chassis, rims, bumper, panels, etc), apply Nanite to each one, and then basically attach all the meshes together into a single animatable object (NOT into a single mesh - a single object, made of multiple meshes).
      You could of course also include non-nanite meshes in this object, e.g. the tyres and suspension springs, which may need to be deformed. This is basically the same as how you'd construct any model out of multiple meshes.

    • @mattw940
      @mattw940 3 года назад

      @@jamesnomos8472 what I meant to ask for my second and third questions are...
      After the vehicle is set up in the engine with most objects using nanite, how quickly can the players vehicle and NPC vehicles set up the same way move through the scene or level before the "decimation in reverse" effect that is happening "on the fly" becomes visible on the real life screen/monitor?
      Does adding rear view and side view mirrors or cameras to a cabin or cockpit mean that rendering the scene for each view angle I add will further reduce the speed limit that vehicles can move at, as I would be rendering almost 360 degrees at once?

    • @jamesnomos8472
      @jamesnomos8472 3 года назад

      @@mattw940 nanite has nothing to do with the velocity of an object, nor does it have anything to do with subdivision. It basically uses a (compressed) version of the high resolution mesh in memory, but only renders an approximation of that mesh as a function of distance to the camera, with more distant portions of the mesh being more heavily simplified. The specific data structure they use for the mesh is what makes that possible.

  • @perfectionist724
    @perfectionist724 2 года назад

    Very informative. I really appreciate these videos
    1 question does nanite work on chaos physics?

  • @ScorpionVenomStudioGames
    @ScorpionVenomStudioGames 3 года назад

    Thank you for nice tutorial. So if I have a game project in unreal engine 4.26 and all projects that are in there are supported by 4.26 how and when do I upgrade to Unreal Engine 5? Is Unreal changing its marketplace to support unreal engine 5 soon or do I have to start all over? Please let me know what steps will be taken for translon. A link to a video will be great too.

    • @doufmech4323
      @doufmech4323 3 года назад

      You can just open your project with ue5, remember to take backup though!

    • @ScorpionVenomStudioGames
      @ScorpionVenomStudioGames 3 года назад

      @@doufmech4323 but the projects are not supported by unreal engine 5... correct? If you where to download a project that supports unreal engine 4.26 how can I use it in 5?

    • @ScorpionVenomStudioGames
      @ScorpionVenomStudioGames 3 года назад

      @@doufmech4323 that being said I will try. Do you know of any video links that show someone doing it? Just curious.

    • @doufmech4323
      @doufmech4323 3 года назад

      @@ScorpionVenomStudioGames I don't have a video to that, sorry. What you do is simply start ue5 and when it loads you can click on your project files to convert it. Remember to chose the option to open a copy.

  • @Dsyelxia
    @Dsyelxia 3 года назад +1

    And for non-static assets?

  • @Ranstone
    @Ranstone 3 года назад

    Therapist: "Auto-generating mip-maps, but they're geometry don't exist; they can't hurt you"
    Auto-generating mip-maps, but they're geometry:

  • @Drawgonian
    @Drawgonian 3 года назад +1

    14mb for 1 million tris. How the gaming industry has gone from pixel art to boxy 3d characters to pixar and disney cg level graphics in such a short time is astounding

    • @Joviex
      @Joviex 3 года назад +1

      30 years is short time? Been in the industry for 20 of it. That aint short.

  • @ilakya
    @ilakya 3 года назад

    I has try thrown up a bunch of nanite object from Bridge. The poly count literally unlimited. But my PC still can handle only limited amount of texture streaming. Virtual texture do help, But setting those up for multiple assets that share some texture across different material is really tedious work.

  • @marce287xp
    @marce287xp 3 года назад +1

    Can you import 3D figures from your computer saves to the game?

  • @quentin4544
    @quentin4544 3 года назад

    Immediatly a new subscriber I am !

  • @4dstuduo
    @4dstuduo 3 года назад

    I am not getting "Build Nanite" in FBX import option on my computer in UE5

  • @Waxpic
    @Waxpic Год назад

    Was it really impossible to tell about the last method in more detail?

  • @evil337
    @evil337 3 года назад

    Blender + UE5 = Lit Game Creation

  • @Santuus2023
    @Santuus2023 3 года назад

    Can nanite customization be used in cinematic production?

  • @IRONFRIDGE
    @IRONFRIDGE 3 года назад +1

    Does it work in VR ? At all? 🙂

    • @ivanleon6164
      @ivanleon6164 3 года назад

      cant see why not, is all about the GPU.

    • @Xodroc
      @Xodroc 3 года назад

      @@ivanleon6164 Nope, it doesn't. No plans for Lumen to support VR either.. "building VR in VR" is also removed from UE5.

  • @Xodroc
    @Xodroc 3 года назад +5

    Short answer: No. For months I planned to use Nanite, I was in love with it from the first time we were teased with UE5.. Then, after nearly a year of planning, I find out no VR support; have to suffer through heartbreak for a while, considering just giving up on my dream that I was so close to.. Now I'm not even certain I'll use UE5, since they removed the ability to "build VR in VR" in UE5.. I was so looking forward to using Quixel Bridge inside VR.. No Lumen, No Nanite, No Bridge in VR.. There's almost no incentive to use UE5 for VR, except character animation tools built into UE5. My original plan was to take the same approach as No Man's Sky.. Having both a VR and non-VR interface to play. I don't even know if I should consider using Quixel's assets now, even though they're free.. If a better VR solution came along, I wouldn't want to have to gut my project once again. I would have gladly kept paying that low monthly subscription fee to Unreal this whole time, but this is the point where I'd have to re-evaluate that as well.

    • @xxerbexx
      @xxerbexx 3 года назад

      ue5 is in early accsess, isnt it a bit early to get this theatrical.
      you can say that if ue5 is out^^

    • @chrisstargazer3628
      @chrisstargazer3628 3 года назад +1

      @@xxerbexx They've already confirmed there will be no attempt to make Lumen work in VR, they've offered no explanation why "Building VR in VR" was removed from UE5 as far as I know. There wasn't exactly much enthusiasm for VR support in UE4 either, so why would UE5 be any different? Robo Recall was a wonderful tech demo, but after that.. There wasn't much in the way of advancement for VR. Epic knew people were interested in seeing Nanite and Lumen in VR for months, yet stayed silent about it for as long as they could. I would love to see them address VR with more enthusiasm than they did for UE4.

    • @GoatOfTheWoods
      @GoatOfTheWoods Год назад

      Short ansewr, yes. I've ported my project in UE5 and it works flawlessly. The new pipeline is a literal dream come true. Bye bye baking, by bye tons of lighting limitations and endless hours on baking meshes. My project is 5 years in the making with tons of assets and materials, foliage, etc. Yet the transition was smooth af. But it's not VR.

  • @kurtXhecticXpl
    @kurtXhecticXpl 3 года назад

    I think that during the record, the author had a problem with the video drivers. I had the same problem, to fix it I had to instal studio drivers for nvidia.

  • @MrArun9706
    @MrArun9706 3 года назад

    Can I use UE5 on 1660 ti ... ! What difference will I face without raytracing card .

    • @swordsmancity
      @swordsmancity 3 года назад +1

      You can, currently ue5 does not require ray tracing for all of it's goodies. They said some time ago they are going to have ray tracing support later.

    • @RunTheTape
      @RunTheTape 3 года назад +1

      I had a 1080, and played around with nanite and lumen. Now I have a 3080 TI. The 3080 TI is just double the performance of 1080 all settings the same. So it will scale fine even back to no RT cards.

  • @spiralcraft8957
    @spiralcraft8957 3 года назад

    but can it work in reverse? making normal polly count games run better on lowend hardware(lower polly nanite meshes?). that would really bring gaming to the 3rd world... that and low to high rez upscaling would do it.

  • @tonytran07
    @tonytran07 3 года назад

    Game developers of UE
    Do you guys use programming or blueprints to program your game?
    I've been avoiding UE because every tutorial I looked up to learn how to use this engine always uses blueprints.

  • @minecraftermad
    @minecraftermad 3 года назад

    i do see a little bit of artifacts on edges when moving around...

  • @robertprescott9577
    @robertprescott9577 3 года назад

    Is there a tutorial on how to create the vertex color?

  • @lucaspedrajas5622
    @lucaspedrajas5622 3 года назад

    what's that flickering on the rocks? z-fighting?

  • @Rupertboijedi
    @Rupertboijedi 3 года назад

    Will nanite eventually replace normal static mesh?

  • @peacelover5729
    @peacelover5729 3 года назад

    how about multiple vertex color channels?

  • @crs11becausecrs10wastaken
    @crs11becausecrs10wastaken 3 года назад

    The process of turning the low poly into a high poly after unwrapping is completely alien to me.
    I can see that being done easily with hard surfaces with edge loops and chamfering but, organic models? That's a head scratcher.
    I guess you could just let Substance Painter auto unwrap.

  • @genkidama7385
    @genkidama7385 3 года назад

    in blender you can have multiple vertex color channels, is this viable in unreal

  • @Waxpic
    @Waxpic Год назад

    Сan I bake vertex color in 3 ds max?

  • @PaulvanRijswijk
    @PaulvanRijswijk 3 года назад +1

    I love seeing what UE5 did, but was this not something that Euclideon presented 5 to 10 years ago?

    • @bltzcstrnx
      @bltzcstrnx 3 года назад

      Any evidence Euclideon got released? You and anyone else can actually try UE5 right now. I say talk is easy, delivering it is another matter.

  • @SpookyFairy
    @SpookyFairy 3 года назад

    Now I know how it works!

  • @davy4842
    @davy4842 3 года назад

    And what you made with it is that scene? Lack creativit you get a C+