If anyone is planning on using this for meshes, it's generally more performant if you go into the modeling tools and bake the displacement map into the mesh (basically making it a high-poly mesh) rather than tessellating at runtime
@@hellomistershifty for runtime usage that could be better (at least for now. They may optimize it in the future versions). But for cinematics and overall, tessellation is much more flexable than baking.
Thank you Hoj Dee, as you said the cube has some gaps in the edges, and it seems could be fixed with a function in the material editor called "Cracked free displacement", but I can't find it... ¿has you heard about it?
hey did I miss something in the considerations part ? You don't show to fix that , so there's no way to bypass the broken displacement is the seams ? Cause like for e.g in vray/corona displacement mod you have an option to tick "keep seams or borders" which fix the issue shown here, basically I have to unwrap according to what I want in order to produce a good result ?
@@zatlanibrahim5438 you can use the world aligned normal nodes. That covers it. Other than that, there's no fix right now. Maybe they'll add the option like vray in future versions. Keep in mind that it's an experimental feature right now
i find it strange that one of the big things epic was showing in their Rise of Hydra tech demo was tessellated nanite and that the way to activate it is through changing values in a text file. why isn't it just a checkbox somewhere in the editor.
It's not solved - third person character are floating in air over displaced landscape or walking through displaced landscape material. How to solve this one?????????????
Yea this happened to me also, when I started changing the material and adding more textures to the landscape material. Could never figure it out and ended up making a new level cause I couldn't fix the problem.@@II-er7gj
@Hoj Dee - Did you try to play with third person character on landscape after displacing the mesh in nanite??? - Do you know that character lost any proper collision with landscape - the character foot either are floating very high in air or are walking trough displaced mesh!! - Do you know how to fix this problem??? Character must adapt to the newly displaced landscape in nanite! - how to do that??
@@II-er7gj for game, I'd say displacement is not ready yet. It's better to use it only with cinematics right now. Hopefully they'll fix the collision issue in the future versions
for that, you should watch some landscape material tutorials. It uses some special nodes to create layers. You can find them by searching for landscape in your material graph.
Magnitude parameter in the Material Instance has no effect, but changing the same parameter in the Parent Material is work...... 1. I modified the default engine file. 2. I checked the 'Used with Nanite' option. I followed the video instructions and verified everything repeatedly, but I still can't find the problem. This issue has been troubling me for a whole day.
Hi Hoj, very helpful tutorial - I have followed all the steps you have given & double checked everything but for me it isn't changing the material for me. It is keeping it flat? Do You know why this could be? Thanks
Hi. If you have done it step by step like the video, then it should work. If it's not working, then: 1.maybe your driver is not updated. 2.you've missed a step. So please list what you've done. I'll check if sth is missing
@@HojDee dang been trying to do this for a while I think there’s a plugin for it but it’s like 70$ and it looks like there tracking the player’s movements in a 2x2 square so the square have collision and it sends the feed back to the player when the square collides with the nanite in front of the player so it knows how to respond to the square. Sorry if I did not explain that well lol
Is there a way to reduce the amount of polygons the tessellation process produces? I'd like to reduce it to dozens to hundreds let alone multiple millions.
It does it automatocally. Ifyou're close to the object and it takes up your screen, the nanite triangle count will increase. But if the object is far away, it won't have that many triangles. That's how nanite works
My nanotechnology mesh tears up on the edges even though there is no uv seam in that place, I have tried bevel edge, weight normals but it doesn’t work, please share any solution, the only solution I have found is to try edit normal from modeling tools but it gives weird stretched texture on edges.
@@QDoppio I know, it's freaking out. According to the FAQ, the card should actually be supported. But you just can't find any information. I created a bug report, but it was never published.
If anyone is planning on using this for meshes, it's generally more performant if you go into the modeling tools and bake the displacement map into the mesh (basically making it a high-poly mesh) rather than tessellating at runtime
@@hellomistershifty for runtime usage that could be better (at least for now. They may optimize it in the future versions).
But for cinematics and overall, tessellation is much more flexable than baking.
Youve explained it so clearly and simply! Great teacher
@@nicholass3430 glad you liked it Nicholas :)
Thanks for this amazing tutorial Hojjat!
You're welcome Rman :)
Thank you Hoj Dee, as you said the cube has some gaps in the edges, and it seems could be fixed with a function in the material editor called "Cracked free displacement", but I can't find it... ¿has you heard about it?
I haven't heard about it...
hey did I miss something in the considerations part ? You don't show to fix that , so there's no way to bypass the broken displacement is the seams ? Cause like for e.g in vray/corona displacement mod you have an option to tick "keep seams or borders" which fix the issue shown here, basically I have to unwrap according to what I want in order to produce a good result ?
@@zatlanibrahim5438 you can use the world aligned normal nodes. That covers it. Other than that, there's no fix right now. Maybe they'll add the option like vray in future versions. Keep in mind that it's an experimental feature right now
Great! Thank YOU so much!
Glad it helped!
what file do you have to dowlaod to get the blueprint: MF_UVManipulation
@@samuel.......973 watch this video:
ua-cam.com/video/L7qTn5akgAk/v-deo.htmlsi=8g5VycET3nW5fWuB
i find it strange that one of the big things epic was showing in their Rise of Hydra tech demo was tessellated nanite and that the way to activate it is through changing values in a text file. why isn't it just a checkbox somewhere in the editor.
It's experimental right now. It'll definitely become a check box in the future versions
great. so all displacement problem in unreal is solved! thanks friend.
Yeah kind of. It's still experimental though.
It's not solved - third person character are floating in air over displaced landscape or walking through displaced landscape material. How to solve this one?????????????
Yea this happened to me also, when I started changing the material and adding more textures to the landscape material. Could never figure it out and ended up making a new level cause I couldn't fix the problem.@@II-er7gj
hi, is there a way to increase the landscape nanite tassellation for super close up ?
@@federicojanni not right now. If you get too close, you'll see some jagged edges. Maybe in the future they fix it
@Hoj Dee - Did you try to play with third person character on landscape after displacing the mesh in nanite??? - Do you know that character lost any proper collision with landscape - the character foot either are floating very high in air or are walking trough displaced mesh!! - Do you know how to fix this problem??? Character must adapt to the newly displaced landscape in nanite! - how to do that??
@@II-er7gj for game, I'd say displacement is not ready yet. It's better to use it only with cinematics right now.
Hopefully they'll fix the collision issue in the future versions
Mine has these weird dark patches that get displayed?
@@djtc2093 it's just some issue with virtual shadow maps that will hopefully be fixed in future versions
@@HojDee Ahh thanks - how come yours doesn't do it thougH?
@@djtc2093 mine does it too. In the next video where I create the vertex painting material I mention it
Hi, I have a question. This method seems to only work with light mode. How does path tracking solve the displacement problem
@@xuanlv-r9o I think right now it's not supported with path tracing
how can we paint landspace Mixing different surfaces while painting, such as sand and stone
for that, you should watch some landscape material tutorials. It uses some special nodes to create layers. You can find them by searching for landscape in your material graph.
@@HojDee i think already there are a video in your channel
@@UnrealEnginecode i have a free landscape material on my website, but no tutorials about how to create one from stratch. Not yet at least
@@HojDee i know how can i do that but i wonder hwo can i do it with nanite teselletion
@@UnrealEnginecode just enable tessellation, connect the displacement texture for each landscape layer, and you're good to go
Magnitude parameter in the Material Instance has no effect, but changing the same parameter in the Parent Material is work......
1. I modified the default engine file.
2. I checked the 'Used with Nanite' option.
I followed the video instructions and verified everything repeatedly, but I still can't find the problem. This issue has been troubling me for a whole day.
@@蔡奕霏 I don't know why it wouldn't work. Unless you have the 5.3 version. In 5.4, it works.
@@HojDee Updating from version 5.3.2 to 5.4.3 solved the issue. Thank you very much for your help and your excellent teaching.
@@蔡奕霏 glad I could help :)
Hi Hoj, very helpful tutorial - I have followed all the steps you have given & double checked everything but for me it isn't changing the material for me. It is keeping it flat? Do You know why this could be? Thanks
Hi. If you have done it step by step like the video, then it should work. If it's not working, then:
1.maybe your driver is not updated.
2.you've missed a step.
So please list what you've done. I'll check if sth is missing
@@HojDeeI didn't input the change to the default engine file correctly! My mistake, thanks for you response. Keep up the good work on your videos :)
@@Zush great! Happy to hear you fixed it :)
What to do for path tracing mode? Doesn’t support it, what should i do for the displacement there?
@@haniisog haven't tried it with path tracing. I'll let you know if I find anything
Now do a video on how to get the Landscape Material to play nice with the Texture Variation node using Nanite Tessellation please! =)
I'm testing some things now. Will make a video if I get it to work
@@HojDee I would appreciate that a lot. 🙏
@@yearight1205 🙌
Hey man I need help badly. How can I add collision to a landscape that has nanite enabled. So I don’t walk though the nanite but walk on top of it
I don't think it's possible right now. I couldn't get it to work
@@HojDee dang been trying to do this for a while I think there’s a plugin for it but it’s like 70$ and it looks like there tracking the player’s movements in a 2x2 square so the square have collision and it sends the feed back to the player when the square collides with the nanite in front of the player so it knows how to respond to the square. Sorry if I did not explain that well lol
@@steve67576 😄 right now it's better be used for cinematics. Games, maybe in future versions
@@HojDee i got it to work finally lol it was finally right in front of me
@@steve67576 well... Do tell :))
Is there a way to reduce the amount of polygons the tessellation process produces? I'd like to reduce it to dozens to hundreds let alone multiple millions.
It does it automatocally. Ifyou're close to the object and it takes up your screen, the nanite triangle count will increase. But if the object is far away, it won't have that many triangles. That's how nanite works
My nanotechnology mesh tears up on the edges even though there is no uv seam in that place, I have tried bevel edge, weight normals but it doesn’t work, please share any solution, the only solution I have found is to try edit normal from modeling tools but it gives weird stretched texture on edges.
Use the world aligned texture function
Thats so useful
Glad to hear that :)
It works on MAC?
@@michajabonski214 haven't tried it, but I don't think so...
very useful
Thanks :)
Doesn’t work on AMD GPU me its not working for you
I hope they fix it soon
Will it be removed when i will delete the cache file?
Displacement? Only if you remove edit the configue file
@@HojDee thank you...
@@mido3296 :)
It's crazy that nanite has been around for over a year and it still messes up character collisions.
@@andrewsmith4575 but I think it didn't support skeletal meshes up until the new 5.5 version
Thank you! That's a bummer that we STILL need to edit the text file manually... 😢
It's experimental right now. Hopefully we won't need to do jt in the future versions.
Thank you man. I really thought they already implemented it.
@@AnimationWizardry yeah it would have been great
Doesn't work with an AMD RX 5700 XT, no idea why. According to the website, the card should actually be supported.
Unfortunately that's the case with AMD graphics most of the time.
Have you tried updating your driver?
@@HojDee I've really done everything you can do. everything. really everything^^
@@istealpixel7371 sorry to hear that man... Not being able to enjoy the new features sucks!
I’ve spammed epic forums with this queston.. there is no answer rather to switching to Nvidia asap
@@QDoppio I know, it's freaking out. According to the FAQ, the card should actually be supported. But you just can't find any information. I created a bug report, but it was never published.
i finding 1 hours for 1:04 thing. thx
@@hasancaskurlu906 glad to hear that Hasan! :)
سلام. خدا قوت. شما ایرانی هستید؟
mamnun. are
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
@@НикитаСтепанов-у5е they're in the description too
Something ridiculous regards to common hardware.
It'll most probably be fixed in the future updates