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John Mark Henry
Приєднався 15 лют 2008
Game developer with Unreal Engine and PC enthusiast.
Aokigahara Forest Project - House Preview
The beginning of our game needed a short story segment that takes place in a house, so I used a house layout I liked and then just modified the interior and the environment around it all. This is made in Unreal Engine 5.5.1 and we're using Nanite, Lumen, and Virtual Shadow Maps. The video was recorded in-editor with hardware ray tracing and Megalights enabled.
Переглядів: 70
Відео
Aokigahara Forest Project - 600 Fluid Flux Simulation Sources
Переглядів 106День тому
Resimulating our lake and using 600 source modifiers at the same time, all with float precision.
Unreal Engine 5 - Nanite Foliage Performance Boost Tip
Переглядів 1,7 тис.21 день тому
A trick that my friend vfxander showed me, I'm just iterating upon it to improve some of the issues I've had.
Hail in College Station, TX 12/28/2024
Переглядів 82Місяць тому
Hail in College Station, TX 12/28/2024
Fluid Flux River Simulation - Aokigahara Project 5.5
Переглядів 3502 місяці тому
Still tweaking some things to get it to look the way I want but it's really fun to mess around with.
Fluid Flux 3 in Unreal Engine 5.5 - 48 sources at once for simulation
Переглядів 6472 місяці тому
I'm very pleasantly surprised with how well Fluid Flux 3 performs while simulating.
Masked vs. Full Geometry Foliage Using Nanite | Unreal Engine 5.5
Переглядів 2 тис.2 місяці тому
I previously made a video like this but wanted to improve it.
Lumen Vs. ReSTIR GI in Lumen Vs. ReSTIR GI - NvRTX Unreal Engine 5.4.4
Переглядів 7612 місяці тому
Just a short video of the three GI methods going through the Northwood map. Both ReSTIR implementations are in pre release state so there will be issues with them, but still cool to mess around with.
Nanite Full Geometry Trees Vs. Masked - Unreal Engine 5.4.4
Переглядів 7084 місяці тому
Just a quick and dirty test after cutting out the leaves of one of the European Hornbeam trees from Megascans. This will be redone in the future after I fix the leaf decimation on the full geometry trees.
Free source control with GitHub Desktop and Azure DevOps - Unreal Engine 5 tutorial
Переглядів 5848 місяців тому
Free source control with GitHub Desktop and Azure DevOps - Unreal Engine 5 tutorial
Stylized Project - Weather system preview
Переглядів 2638 місяців тому
Stylized Project - Weather system preview
Nanite Foliage Optimization in Unreal Engine 5 - Quick tips
Переглядів 4,2 тис.9 місяців тому
Nanite Foliage Optimization in Unreal Engine 5 - Quick tips
Greenwoods - Graphical and asset changes
Переглядів 649 місяців тому
Greenwoods - Graphical and asset changes
Lumen HWRT vs. RTXDI w/ ReSTIR Lumen features - Arena Scene
Переглядів 4259 місяців тому
Lumen HWRT vs. RTXDI w/ ReSTIR Lumen features - Arena Scene
Sons of the Forest - More unicycle shenanigans
Переглядів 1110 місяців тому
Sons of the Forest - More unicycle shenanigans
Sons of the Forest - Unicycle sky death
Переглядів 610 місяців тому
Sons of the Forest - Unicycle sky death
Greenwoods - An early look at the village
Переглядів 15910 місяців тому
Greenwoods - An early look at the village
Greenwoods Menu Cinematic Final - Unreal Engine 5 NvRTX
Переглядів 5010 місяців тому
Greenwoods Menu Cinematic Final - Unreal Engine 5 NvRTX
Greenwoods Project Menu Cinematic Option 2 - Unreal Engine 5
Переглядів 6210 місяців тому
Greenwoods Project Menu Cinematic Option 2 - Unreal Engine 5
Greenwoods Project Menu Cinematic - Unreal Engine 5
Переглядів 2110 місяців тому
Greenwoods Project Menu Cinematic - Unreal Engine 5
Greenwoods Project - Remaking the game
Переглядів 4711 місяців тому
Greenwoods Project - Remaking the game
Stylized Medieval Town w/ Lumen HWRT - Unreal Engine 5
Переглядів 9411 місяців тому
Stylized Medieval Town w/ Lumen HWRT - Unreal Engine 5
Lumen HWRT vs. ReSTIR GI - Unreal Engine 5, RTXDI in second half
Переглядів 1,8 тис.11 місяців тому
Lumen HWRT vs. ReSTIR GI - Unreal Engine 5, RTXDI in second half
Lumen VS. ReSTIR GI - Restaurant scene. Includes RTXDI for second half.
Переглядів 96611 місяців тому
Lumen VS. ReSTIR GI - Restaurant scene. Includes RTXDI for second half.
Amazing video, thanks for sharing!
Hello do you have a network where I can contact you please thank you in advance?
@@BrazzyFr you can find me on discord, the username is shopealope
Great stuff
Thanks for this, just curious why this is not the default in UE and Nanite foliage? Seems like the default foliage would be much more performant if it had these defaults?
@@JsAnimation24 it’s time consuming to make double sided full geometry foliage, so it’s more of a thing you’d either make or purchase
@@fabiolives did you make the 2 sided geometry? I thought you took a 1 sided plant and modified it in the modeling tools to make it 2 sided… is that incorrect?
Thats amazing! Do you have any pre and post stats for this?
@@DannyArtNL I do! I’ll have them in a video soon, I’ve been planning to post it for about a week and keep getting caught up in projects haha
Is the white outline around meshes in the overdraw viewmode simply there to help visually define the edges of each mesh, or are those edge pixels actually more expensive to render? If it's the former then Epic really needs to remove that outline because it's throwing the entire visualization off. How much of the white-hot center is simply white outline next to white outline ad infinitum? If it's the latter, then...well....that just kind of sucks. 😕
@@BC_Cutler it’s the latter, white is severe overdraw. It will still occur at some angles with any mesh, but is definitely very bad with masked foliage
How does it compare to non nanite masked with LODs, and SM5?
I didn't test it, I just wanted to compare the difference between masked and full geo for Nanite usage. Many of the projects I work on benefit from the density I can achieve with Nanite, so it is more beneficial for my workflow
Very impressive! Is it possible to bake this sim' or is it too large?
Surprisingly it baked just fine! I had to lower the pixel density of the simulation to make it this large so I'm guessing that helped with the total amount of data for it. It ended up looking great after being baked
can you explain what raster bins are?
I was curious about this as well, summarizing what I was able to find: Raster bins in Nanite are used for rendering objects with complex materials, such as two-sided materials, transparency, or alpha masks. Rendering objects in these bins is slower because it requires traditional rasterization instead of Nanite’s optimized rendering pipeline. The goal is to avoid raster bins and let Nanite handle foliage using its efficient geometry-based processing.
@@JsAnimation24hmm but didn’t he basically make it a distinct raster bin? I thought the entire tutorial was doing exactly that?
good job!
Wow! Nice tip!
ResTIR is horrible. Nvidia says this is Path Tracing but i think this is Horrible Tracing HT :)
where did you find the fully modeled version of megascans trees?
@@MarioCola I cut the leaves out myself, I make full geometry trees pretty regularly. Got tired of paying for full geometry foliage so I learned how to do it haha
@fabiolives a tutorial would be great!
Super useful thank you!
great tip! Good looking trees too i must say
@@DallasDrap thank you! Some were made by me, some are from the Mawi European Birch Forest pack but with different textures for the bark
Amazing finding! Thanks for the tutorial!
My dog kept me up all night scared of the thunder/lightning that night.
1:36 top right corner hole (remove grommet). You need to undo the bolt you will see, then remove the cover plate that is there to prevent anyone from stealing your car. If you don't remove this cover plate you will NOT remove the 2 rods that are connected to the door actuator. 👍 If this helped you so others can see how to remove the actuator easily. I wasted so much time trying to figure out why i couldn't remove the actuator as this Crucial info isn't in this tutorial 🤦
At the end of the video ,the restir gi nvrtx was bugged,or wasnt even on,i think you forgot to enable it on skylight
@@highfps_pcgaming8836 haha yes, I was supposed to disable skylight ray traced reflections. It messes with AO with ReSTIR
@fabiolives by the way restir gi is pathtracing,to make sure its working disable directional lights,the whol scene must get dark.then add an emissive material ,see if you get area shadows.
Awesome test! Thank you for doing this!
PC specs please.
@@opsxp23 I have a Ryzen 7950X, RTX 4080, and 64gb of ram at 6000 mhz. Overkill for this project, very helpful for another one I’m on
Can you do a comparison between Lumen HWRT + MegaLights vs ReSTIR GI + RTXDI?
@@cube2fox now that’s a good comparison, good idea. ReSTIR GI is still a bit broken so if I can get it looking reasonable then I will
bro i just started using unreal engine, i fucking love, so I'm looking for videos like this to level my info on how things go, sorry for this stupid question but how do i use full geometry on my foliage, i do own this dekogan trees....thank you so much....
@@chelo111 no worries! You would have to purchase full geometry foliage or make it. I cut out the leaves myself for the Dekogon tree. There aren’t many full geometry models on the marketplace, but there are some. Mawi’s three newest packs are full geometry, I sell a full geometry pack on the marketplace, and there are a couple of others out there as well
Hi john, i really appreciate this test, thanks for your time. The nanite overdraw is the real bottleneck in a full nanite workflow. Epic need to work to fix on it IMHO.
@@simonevenezuelano11 it’s pretty easy to manage, it just would be good if they published more information on it. For example, if you have a mountain made of hundreds of rocks and make sure the rocks are high enough poly count, you won’t have enough overdraw to matter. Having a poly count that’s too low will cause more overdraw
Hello, wondering if u can help me. I`ve instaled 5.4.4 version and build the code for the NVRTX branch. But in the plugin list there is no RTXDI option, everything except this one on the place.
WPO is also more expensive with full geometry. In high overdraw situations like you're demonstrating that increased cost is obviously less than the savings from the reduced overdraw, but it's still something that people should be aware of and account for.
@@Fafhrd42 indeed, there are some ways around this that I have found though. If less dense geometry is used for the leaves and branches, the performance difference becomes negligible
One thing I notice is the GI on the ground is completely different (improved in the full geometry leaves version). You can see this most when you're on the ground level flying through the forest, the masked version has a lot of dark patches whereas the full geometry version doesn't.
@@TheHiddenEmpire I’ve also noticed this, it makes sense though. I know Lumen can’t completely ignore the masked section of the mesh so it affects GI when it’s used
@@fabiolives Makes sense, that's pretty much what I figured. It's so much nicer with the modeled leaves, dang! Much more stable and the color is nicer too
@ I definitely recommend it! If you use Nanite you’ll benefit greatly
Can you tell me more about 5.5motion design - material designers? Almost no one talks about it.
@@yonghengshouhu haven’t gotten to try it out yet! But I plan to. I’ve been using texture graphs though, very useful feature
Hi! Do you know what is Real-time Path tracing by Nvidia and how to enable it? Or are they still working on it?
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@@MrEnderNerd I appreciate it! Let me know if there’s anything specific you’d like to see. I’m pretty much always doing something in unreal
i dont think restir is working correctly, no way it looks that bad, it looks like garry's mod, there's no GI
@@daikon711 it’s not working correctly, just an early preview. But I also forgot to disable skylight reflections which is most of the reason it looks that way
@@fabiolives Could you reupload with restir fixed and with side-by-sides vs Lumen in 5.5? Thanks! ☺
@ can do! For the record, ReSTIR doesn’t have a 5.5 version yet so they won’t be entirely equal but I can do that
did you need to turn on the RTXGI plugin for this?
@@viatorrr the only plugins I’m using here are DLSS and NRD. When you build the NvRTX branch, ReSTIR GI is included but needs NRD enabled to be used
@fabiolives ah thanks, all this time I thought i needed that plugin which doesnt work anymore. did you have the issue where turning on ReSTIR just looks like the skylight got disabled, can't tell if this is just an AMD issue on my end
@ yes, if I remember correctly you need to disable ray traced reflections from the skylight. And this comment reminded me that I forgot to do exactly that in the video haha
@@fabiolivesi had tried it and sadly it's still the same for me, it's still experimental so I'm just gonna put off if trying to even use it rn. i wish the RTXGI plugin worked tho, would've been nice to have a alternative to lumen
@ yeah, ReSTIR GI still isn’t quite there yet but in the specific scenes it’s good with, it’s nice. I’m enjoying megalights in 5.5 though
Is the process of building nvrtx unreal different from building unreal from source? I keep getting error messages during build
@@Viscte it’s the same as building 5.4.4 from source. Have you tried building the normal build of 5.4.4?
@fabiolives I haven't yet tried the non Nvidia build yet if that's what you're asking
Hey, can you help me? I've been trying to render a sequence with ReSTIR using the movie render queue, and I wanted to increase the quality settings for sampling, because by default, NRD flickers a lot. Can you suggest how I can render the highest possible quality? Thanks!
@@SUVO_RAW have you tried changing the boiling filter setting? If you’re seeing noise from lighting, that would help it. Also helps to bump up the number of bounces ReSTIR GI does. 32 barely has an impact for me but is noticeably better
@@fabiolives Ok, thanks. I saw the presentation from NVIDIA. They render scenes with only emissive materials and it was clear. I think there is an option to use initial samples, but it is no longer present in the latest version.
@ I think initial samples is still there if I’m remembering correctly. However, it’s very heavy on performance
@ I actually found out what settings to use to get perfect results
@@SUVO_RAW Could you share those Settings here? Would appreciate it mouch !
How did you enable ReSTIR GI un Lumen? thanks bro
@@juancarlosgzrz it’s a setting in post process volumes. You expand the menu under global illumination and you’ll find it there
dlss rayreconstruction is inside nvrtx 5.4.4?
nope !! they are still working on it
I couldn't find NvRTX branch Page, Suggest the proper link.
ua-cam.com/video/Y9XPCKQBg8E/v-deo.htmlsi=5K9fvbYVYNbG_fcV
SIDE BY SIDE COMPARISON WOULD HAVE BEEN BETTER.
dynamic range in restir is lost
Mostly due to me leaving it at default settings, it definitely isn't meant to be that way and has quite a few options that can be tweaked
Hey can you show comparison between ReSTIR VS LUMEN STOCK VS LUMEN HWRT VS PATH TRACING?
@@SanjeevKumar-be4dd I might do that! I’m waiting for the current NvRTX branch to be updated before I do more of these, ReSTIR is a little broken at the moment
@@fabiolives After watching your video i'm really curious about Realtime Path Tracing look with Nvidia Unreal Branch
@@SanjeevKumar-be4dd it’s actually in this video, ReSTIR GI is their real time path tracing solution. But I’ll use it in an area that shows it off more
Sacrificing the beautiful light rendering of the subsurface scattering through the leaves doesn't seem worth it imo for performance trade off using such realistic assets. Hopefully Epic can find a performant solution to help nanite and translucent/masked alpha materials to work better together.
Cool info! I would work on the mic volume tho, not sure if just me, but was super low.
@@Retro_simone can do! It probably was me, I don’t speak in my videos very often so I didn’t pay enough attention
Lumen a bit darker, like the light travels less.
how did you remove the noise from ReSTIR GI ? I know it is something will be done with DLSS RR but right now it is not available
can you do nanite and wind? when i do it the fps are crashing
@@ohel-x7f yes you can, you’ll want to limit the WPO evaluation distance and set the shadow cache invalidation setting to static for that foliage
hi , i was amazed by your testing and Rnd , im looking for advice about archviz project real-time for big scale real estate i try only lumen and i fell just to heavy and slow FPS s , what method you think is suited for that ?
@@zakaria20062 Lumen can be great for realtime but it depends on the specs of the PC running it. If this is something that a lower end PC will be running, I would recommend using screen space global illumination. If it was for a render I would suggest Lumen or path tracing. I have had success getting Lumen running well for GPUs down to the 1060, but I would avoid it for anything below that
Top one looks like a game bottom one looks like a movie
@@Mertiven and it’s even better now! It’s been updated quite a bit. It’s still considered experimental, but it’s so far ahead of this now. I plan to upload an updated video
@@fabiolives what updates?
@@juancarlosgzrz NvRTX was updated to 5.4 and has newer versions of ReSTIR GI and ReSTIR for Lumen now, along with a newer version of the NRD denoiser
Ok, now add rapidly changing camera and light conditions and see the changes. Otherwise, static lightmap does the same with no performance cost.
Not even close. Static light maps won’t have the same real time beautiful reflections that this does, although that’s not visible in the video. You’re welcome to use static lighting in your own games though.
are you using tessellation for your landscape?
I only worked with that landscape for a short time so I can’t say with 100% certainty anymore but I don’t think I was using tessellation on it. If I remember correctly I was using RVT with a bump offset to make it look like it
@@fabiolives oh okay thank you for the reply 🫡
@@ChadMaster_ not a problem! You can also achieve a better look than this by referencing height with RVT and using that for different things
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