Man I truly appreciate how you took time with this video and learned everything there is to know about Nanite before making a video about it. Unlike some other youtubers that just took advantage of new release and made terrible uninformative Nanite videos without even understanding how Nanite works in the first place.
You can also select several meshes in Content Browser and right click, then click Nanite>Enable or >Disable in the context menu. Same as ticking the checkbox.
@@WilliamFaucher You can also add filter for static meshes on content browser, this will show all static meshes. You can then press Ctrl+A, which will select all static meshes in your content browser and convert all of them to Nanite at the same time.
With overdraw, my understanding from the panel was it happens when you have a lot of stacked geometry where the surfaces are almost coplanar, so whatever occlusion testing they're doing is not accurate enough to know what to cull. That's why the ground planes are having more trouble than the rock faces which are usually more widely spaced. This is why I was advocating for some kind of landscape displacement to replace tessellation, so the ground can still be a landmass with some of the nice 3D Quixel materials applied, with Nanite meshes placed on top.
Yeah it is unfortunate that Landscape isn't supported by Lumen or Nanite at this time. Purely using nanite meshes isn't a great way to create large landscapes/panoramas. But hopefully that will change in the final release!
Absolutely excellent to get the rundown on this. I'm fairly certain they mentioned they were trying to get foliage done. It's clearly not going to work in the early access but hopefully a lot of those things like foliage, hair/fur and skeletal meshes can get supported by Nanite at or after the full release. - Jamie
It is amazing that every subject I need for my professional work I can find on your channel. You give proper examples with comments that just hit the spot. Information that I can use and interpretate in my own work. The depht of you research is awesome and not found very much around here on other tutorials. Now lets get back into the engine, because you always motivate me to!
@@Paul-xu6gt nanite does not support opacity and or translucent shaders. Its sad, I know ;) It is something to look forward to. I also tried working around this, but not yet found a way to use alphas etc.
@@Paul-xu6gt for now yes, or you go on an adventure and model all leaves. So no alpha, no translucency. But that is going to be a poly killer. I hope it will work in future releases, or we find a way to make it work. If so, i let you know.
Another awesome video. The main feature that I want is transparent objects. Buildings with windows are not possible unless you remove the window material or the window geometry. I had to do this for several buildings but the difference in rendering was so much better even if all the windows are gone!
Great video, incredibly clear and concise. For most Unreal users, this is much better than watching an hour long deep dive into info that doesn't really matter to us. Thanks!
obviously you should also keep in mind that A) the map made for The Ancient demo is in NO WAY optimized, it was more a "can we do this?" kind of thing than a "should we do this?" kind of thing, while it's certainly possible to make an entire landscape out of megascans assets, it's probably, as far as optimization for games is concerned, not the smartest way to do things and B) UE5 is basically just a preview version at this point and so is Nanite (and Lumen as well for that matter) and are in NO WAY production ready yet. You can of course start some projects and prototypes and all that good stuff, but don't expect the best performance it could or should give you yet, it's simple: it's early access. If this is what Epic has in store for us with an EARLY ACCESS, I can't wait to see what's gonna happen with UE5 v1.0 later this year (hopefully).
Yeah 100%, like most Unreal Tech Demoes in the past, this is more of a "hey this is what you CAN do", rather than a "this is what you SHOULD do" type of thing.
Just found your UA-cam channel and subbed. I have been learning how to make a game in Unity but just started doing some UE5 tutorials and I'm already loving UE5 so much. I came here because I just needed to started understanding how UE5 is managing to do things that I just can't do it Unity. Thank you! :)
So Nanite compresses very well the meshs and the texture starts to become the problem. But fortunetely, in UE4.27 we started to get the Oodle Texture compression!!! :) What a great time to be alive.
Compressing a mesh just means it can be loaded quicker from disk. It doesn't benefit the rendering because it has to be uncompressed before rendering anyway.
A really easy way to use it is just decimate your mesh in Zbrush(with preserved UV's) and import it in UE5. Real easy way to make a good looking scene, easy to iterate.
@@ecs-p3196 It will definitely make a difference in file size. At some point you don't need 20 million triangles for a model that occupies 1% of the screenspace. Decimating makes it easier to UV, texture, and reduces the space it takes up on disk, even if Nanite compresses data very well.
A little correction here.. nanite meshes doesn't take that little drive space for us developers because uasset files still need to store the original mesh plus metadata etc. but it does compress the meshes in packaged version of the game so that's good news for gamer's hard drives.. not so much for developers xD they still take a ton of Gb in editor.
Not according to Epic, no. As mentioned, the Nanite uassets take up about 6gb on disk. I'm trying to verify this locally, but it's a bit tricky to use the SizeMap feature because it includes all references. But even with the SizeMap feature, all the nanite geo + everything they reference is just 16gb for the whole project, in editor, for us devs, which is nuts.
@@WilliamFaucher No idea where you got that 6Gb figure.. I opened valley of the ancient demo and the Megascans folder has 29Gb worth of static meshes and 7Gb worth of textures for instance..?
@@WilliamFaucher Hey, I am trying to creat a game and it will be a super nice if you explain a lot of things in unreal engine 5. I know few things like creating main menu like a widget and few things like landscape but it will be so helpful if you explain more about how to make the 3d assest from bridge quixel for example HUGE CANYON SANDSTONE MESA like I tried to importe it to UE5 landscape and try to hop on it but instead I went through it can you explain how to make it real like solid
@@Urek-Treadway-xD-77 Hey man, that goes beyond the scope of this channel. I make tutorials on UE, more specifically creating cinematics, and rendering. There are many other channels focused on making games, though!
@@WilliamFaucher Oh ok well thanks but if you can specifically name a channel that really help me in what i need that will be great if you name it because i been trying to solve it or look for it on youtube google and not find a solution. But anyway thank you for replying you are quick when you and that a good thing.
To go a bit more into the file size of the Nanite Valley demo. It's a 100 gb project, but 24 gb when it's packaged as a game. The project files contain things like uncompressed versions of textures and your source models. UE4/5 of course doesn't include that extra data when packaging a game, but it's really nice to have in a project in case you need to export out a model, or increase the resolution of a Nanite mesh or whatever. Otherwise it would be a much more destructive workflow.
This is one of the shortest nanite tutorials but by far the best... Same for your other tutorials... You should try out cloning yourself so you can make more tutorials
Thanks for a great video! Very nicely explained :) For me, the thing that blows me away is that the entire system uses one draw call! I recall hearing that there is a 4ms base cost to use nanite, and I wonder how that'll impact its potential for VR and high-fps games.
Im interested to see what workflows build up around Nanite, Hearing these restrictions makes it sound like an interesting technical challenge to use to its best (my idea of fun :D)
Kindof yes, but kindof makes me worried about foliage since look how it is almost nonexistent in all recent Unreal-hype videos hmmm, it's all about those Mars-like beautiful rock formations. Hmmm, still hyped though.
@@irecordwithaphone1856 You just won't be able to make it move like natural foliage if you want to enable nanite on those. They'll have to be static, if I'm right, which is a shame. He also forgot to mention that nanite does not support vertex paint (all tho it supports vertex color), which is giving me headaches right now D:
One that occurs to me, is the possibility of having hybrid meshes. Imagine doing something, like having a tree. Where the roots and trunk are done with nanite, and then you have the branches and leaves done traditionally. SO you can animate them and have alpha channels on the leaves. Maybe objects being nanite, until they need to be animated. For example, you could have an object that will have simulated physics, so perhaps it will be nanite, until it moves. And once it stops moving it turns to nanite again. I think there will be a lot of hybrid workflows and meshes.
Yeah, the overdraw is a concern but still handles it better than without Nanite lol. The reason why it cant cull sometimes is because the cluster bounding box is partially visible. This happens with clusters together at tight angles or far distances because there is more chance of the bounding boxes being visible.
Great video and a good concentration of info from that live stream :) I just wonder about, what is the best mesh design for both Nanite AND Lumen. As far, as i understand, Nanite prefers (big) meshes, that are not stacked upon each other. Lumen on the other hand does not like complex forms, and going by what they said in the live stream, it´s probably best, if every wall segment is it´s own mesh. So a Deathstar like surface, where a ton of Greebles are spread across a large flat surface might work well for both, if all those Greebles are just simple shapes and arranged side by side. A Borg Cube with all it´s fine pipes and small clusters, that are arranged in endless layers through the whole Cube might be a not so good idea, especially, if those smaller clusters are all complex meshes (since Lumen prefers simple shapes). Edit: Hah, someone already made a Deathstar from a ton of free available Greebles ^.^ ua-cam.com/video/kRU7VugZCLs/v-deo.html
Nice descriptions. As someone who did numerical computation, I am curious about the math in the culling. As someone who also did imaging of those computational results, the nanite results are very exciting. I feel both conflicted and enthusiastic as I want to know more detail, though I am no longer doing this work.
I’m keen to see if Nanite works with heavy CAD models - has anybody tried this yet? All of the demos I’ve seen so far are based on very organic geometry rather than engineered hard surface type models. Thanks for the great video, straight to the point as always...
I think this video is a great reminder that just because technology is getting more efficient, it doesn't mean you stop optimizing. A lot of developers aren't investing enough in optimization.
Another cons is you can't vertex-paint a nanite object, which means you can't "smart" blend 2 set of textures, like some parts of a wall with dirty material.
Great primer. Thanks :) For animation/cinematics though I am wondering whether you will get visible geometry 'popping' like you do with the LOD system so as you move farther towards/away from geo that the texture updates will be noticeable? If so, it would be a deal breaker for some scenes.
It's so gradual that you shouldn't be able to tell. The UE5 demo (the big giant thing) uses nanite for the armor parts, couldn't tell any visible popping at all :)
@@gonzalonovoa8137 I think only if the pores are actually open like a wire fence has holes going through, whereas something with dimples like a golf ball should work. Haven't tried it yet.
The overflow problem should be solved by a tool which allows you to fly over your sceen and scan the surface in any directions like a cubemap. So everything that is not touched by your scan gets greyed out (not deleted so you can still work with it) and not rendered in the final game.
Hmm, why isn't nanite "cropping" the layers during compile time? If a layer is below another object then it's "not needed" and you should be able to just crop it.
Hello! Great tutorial but it leads me to a question: Why should We stack so much geo in such layered way? When You showed us how it looks like, I couldn't actually imagine this could add some details since it's clearly not visible on the surface (since it's buried). Or does it actually work in some other way than I understood? Cheers!
You said that nanite makes better looking virtual shadows map, but you mean the Shadow projected in a nanite surface, or the Shadow casted by a nanite mesh?
Both, I suppose! Ue5 uses what we call virtualized shadow maps, which are up to 16k per light, and are optimized to load only what is visible, it works in conjunction with Lumen.
I love these UE5 videos. William explains it all so well + is ultra knowledgable with all the tech side of this complex software too! I was wondering if a scene could be half nanite for the rocky assets and half non nanite for the foliage/trees ? Or better still if Epic designed a system for each ie nanite rocks + nanite foliage to solve the culling issue
good for your explaination about nanite, i tried nanite on ue5 and confusing what is it can use for, now your video help me clear all this confused,so ya, thanks a lot always.
I may be new to this whole industry but if you dont mind, would you explain what is the best pipeline to create a cinematic video, in terms of simulation, animations, smoke, turblance.. etc.
My quixle megascans assets are looking pretty low res with unreal engine 5, my like on screen setting thing is set to 100%, I don’t really understand why my meshes look like doodoo
Funny enough with the stacked performance, Unity has tools to eliminate that by deleting polygons that are always culled. I think something like that could really benefit nanite in this case.
Never heared an English native with a speech defect. :D No offense, its still a pleasure to watch your video and listen to your explanation. Was just surprised :D Keep on doing! Edit: oh man... Now I want to start with map editing,but in totally clueless xD
looks more like nanite commercial suggesting us emotional impression over it, rather than telling what it is and how it works so we can judge for ourselves
hi pls explain kitbashing in detail and reuse those kitbash to design a new world level. because i have 4.6 mi polygon single industrial rack to be scattered as ton of racks organized as multiple clusters of the Racks.
For archvis and similar purposes aggregated geometry is kinda ok. Performance is ok-ish on something like trees but leaves will disappear at distance. This can be fixed by setting nanite.maxpixelsperedge command to below 1 and while this does lower performance it will still be orders of magnitude faster than regular static meshes. It's just not something reasonable for games.
@@WilliamFaucher I was just going through all nanite commands cause my tree leaves were disappearing in a scene and this one fixed it. It works like a screenspace tesselation on per pixel basis. If your tree leaves for example are just few pixels wide and those vertices aren't connected to anything, then nanite cannot collapse edges without removing the small part all together.
Thanks for the informative and detailed breakdown! Maybe a noob question, but how do I turn off the 'nanitestats list' command if I don't want to see the stats anymore?
What computer setup are you using for these demos with Unreal Engine 5? I really appreciate your tutorials but would love to know what you are using in your work.
On the stacked geometry problem - if you kick out a big ol fbx from unreal with all of your combined SM objects (big if, considering how costly the operation would be) could you theoretically delete all of the leftover geometry in a DCC and bring it back in to improve performance?
Great videos! Did you ever think about making discord focused particularly on vfx/cgi stuff? It would be cool to get better source of tips, ideas and to stay in touch ofc. 😀
Man I truly appreciate how you took time with this video and learned everything there is to know about Nanite before making a video about it. Unlike some other youtubers that just took advantage of new release and made terrible uninformative Nanite videos without even understanding how Nanite works in the first place.
Thank you! I really appreciate that!
Yea this is the only video I've seen that actually explains how nanite works
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
Sensei?
Agree
You can also select several meshes in Content Browser and right click, then click Nanite>Enable or >Disable in the context menu. Same as ticking the checkbox.
Oh that’s awesome! Thanks for sharing
@@WilliamFaucher Thanks for sharing all your knowledge
@@WilliamFaucher You can also add filter for static meshes on content browser, this will show all static meshes. You can then press Ctrl+A, which will select all static meshes in your content browser and convert all of them to Nanite at the same time.
@@Navhkrin Which will make your pc crash, especially for megascans lol, don't try 😂
@@azaelue5 It's okay let people try, maybe their PCs can handle it who knows
Instead saving stuff before doing things might be better lol
I still don't know what nanite is
With overdraw, my understanding from the panel was it happens when you have a lot of stacked geometry where the surfaces are almost coplanar, so whatever occlusion testing they're doing is not accurate enough to know what to cull. That's why the ground planes are having more trouble than the rock faces which are usually more widely spaced. This is why I was advocating for some kind of landscape displacement to replace tessellation, so the ground can still be a landmass with some of the nice 3D Quixel materials applied, with Nanite meshes placed on top.
Yeah it is unfortunate that Landscape isn't supported by Lumen or Nanite at this time. Purely using nanite meshes isn't a great way to create large landscapes/panoramas. But hopefully that will change in the final release!
Absolutely excellent to get the rundown on this. I'm fairly certain they mentioned they were trying to get foliage done. It's clearly not going to work in the early access but hopefully a lot of those things like foliage, hair/fur and skeletal meshes can get supported by Nanite at or after the full release.
- Jamie
Updated: In Unreal Engine 5.1 update nanite supports foliages (aggregate geometry)
Oh yes I've been waiting for a video on this ever since I got ue5, thanks!
haha you're welcome!
It is amazing that every subject I need for my professional work I can find on your channel. You give proper examples with comments that just hit the spot.
Information that I can use and interpretate in my own work. The depht of you research is awesome and not found very much around here on other tutorials.
Now lets get back into the engine, because you always motivate me to!
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
@@Paul-xu6gt nanite does not support opacity and or translucent shaders. Its sad, I know ;)
It is something to look forward to.
I also tried working around this, but not yet found a way to use alphas etc.
@@thijsw1983 ok, thx a lot, so for now it is completely unusable for trees?
@@Paul-xu6gt for now yes, or you go on an adventure and model all leaves. So no alpha, no translucency. But that is going to be a poly killer. I hope it will work in future releases, or we find a way to make it work. If so, i let you know.
@@thijsw1983 how do you activate alpha and translucency btw? (im new to ue), and what do you mean by poly killer? thx for your answers
I've been really confused about nanite up till now. Great video, I'm really excited to go implement this new knowledge now.
Another awesome video. The main feature that I want is transparent objects. Buildings with windows are not possible unless you remove the window material or the window geometry. I had to do this for several buildings but the difference in rendering was so much better even if all the windows are gone!
Thank you! Yeah you'll have to have windows as separate geometry for the time being. Not ideal but hopefully they fix this soon!
Great video, incredibly clear and concise. For most Unreal users, this is much better than watching an hour long deep dive into info that doesn't really matter to us.
Thanks!
Thanks for giving us a compressed version of the 2 hours stream)
Your nanite lecture is realy understandable and a brief on nanite will help unreal. I don't have any other question on nanite
obviously you should also keep in mind that A) the map made for The Ancient demo is in NO WAY optimized, it was more a "can we do this?" kind of thing than a "should we do this?" kind of thing, while it's certainly possible to make an entire landscape out of megascans assets, it's probably, as far as optimization for games is concerned, not the smartest way to do things and B) UE5 is basically just a preview version at this point and so is Nanite (and Lumen as well for that matter) and are in NO WAY production ready yet. You can of course start some projects and prototypes and all that good stuff, but don't expect the best performance it could or should give you yet, it's simple: it's early access. If this is what Epic has in store for us with an EARLY ACCESS, I can't wait to see what's gonna happen with UE5 v1.0 later this year (hopefully).
Yeah 100%, like most Unreal Tech Demoes in the past, this is more of a "hey this is what you CAN do", rather than a "this is what you SHOULD do" type of thing.
That was a great summary of the UE5 Inside session about nanite. Thanks :)
Thank you!
With 5.1 nanite supports foliage and its awesome. Good to see how hard they work on the engine
Seeing this technology finally made me jump from Unity to Unreal. Oh my god I love it. Just wish I'd done it sooner.
Started out with unity but unreal is so much more user friendly
@@wannabefoleyartist9635 Seriously? User friendly? I live and die for Unreal, but I've never heard it called user friendly.
@@dIancaster i can’t program for shit. But blueprint god i love that stuff
@@wannabefoleyartist9635 Oh, yeah, I love that. Way better than Unity's Bolt.
Just found your UA-cam channel and subbed. I have been learning how to make a game in Unity but just started doing some UE5 tutorials and I'm already loving UE5 so much. I came here because I just needed to started understanding how UE5 is managing to do things that I just can't do it Unity. Thank you! :)
The video quality here is amazing. Image is crazy sharp! Great face lighting
So Nanite compresses very well the meshs and the texture starts to become the problem. But fortunetely, in UE4.27 we started to get the Oodle Texture compression!!! :) What a great time to be alive.
Compressing a mesh just means it can be loaded quicker from disk. It doesn't benefit the rendering because it has to be uncompressed before rendering anyway.
Irrelevant-- UE4 doesn't have Nanites and UE5 doesn't have Oodle compression. Neither can benefit from the either's improvements.
@@dIancaster well, what I mean is that since 4.27 implemented oodle, obviously it will be ported to 5.0 too, not the oposite.
@@youtubi123youtubipel Oh, yeah, fingers crossed.
A really easy way to use it is just decimate your mesh in Zbrush(with preserved UV's) and import it in UE5.
Real easy way to make a good looking scene, easy to iterate.
Definitely, this stuff is the future
Sorry what is the point of decimating? Sounds like it wouldn't make much of a difference with nanite
@@ecs-p3196 It will definitely make a difference in file size. At some point you don't need 20 million triangles for a model that occupies 1% of the screenspace. Decimating makes it easier to UV, texture, and reduces the space it takes up on disk, even if Nanite compresses data very well.
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
@@Paul-xu6gt As far as I know Nanite isn't suitable for foliage...yet.
That music at 00:18 got me thinking i'm watching That Chapter videos with Mike. Oh now i must go binge once this video finishes haha
A little correction here.. nanite meshes doesn't take that little drive space for us developers because uasset files still need to store the original mesh plus metadata etc. but it does compress the meshes in packaged version of the game so that's good news for gamer's hard drives.. not so much for developers xD they still take a ton of Gb in editor.
Not according to Epic, no. As mentioned, the Nanite uassets take up about 6gb on disk. I'm trying to verify this locally, but it's a bit tricky to use the SizeMap feature because it includes all references. But even with the SizeMap feature, all the nanite geo + everything they reference is just 16gb for the whole project, in editor, for us devs, which is nuts.
@@WilliamFaucher No idea where you got that 6Gb figure.. I opened valley of the ancient demo and the Megascans folder has 29Gb worth of static meshes and 7Gb worth of textures for instance..?
@@takisk.7698 It’s taken from epics own livestream, bear in mind 6gb is the compressed nanite data :)
I'm waiting for this for like 2 weeks! thanks a lot!
Cheers!
Thank you for this video. Good clean explanation without the whole ramble around many other youtubers do.
You are quickly becoming one of my favourite people who are doing videos on unreal engine
Ah geez thanks so much! -
This is great content, thanks for making this vid.
Also my reaction when seeing nanite inner workings : 3:59
This video was really good every other video only lists the pros and not the cons and u listed both :3
Thanks so much!
Thank you! Did help me a lot to get the essence of UE5 basic concepts.
man i like how you explain thgins keep it going
Thank you very much!
@@WilliamFaucher Hey, I am trying to creat a game and it will be a super nice if you explain a lot of things in unreal engine 5. I know few things like creating main menu like a widget and few things like landscape but it will be so helpful if you explain more about how to make the 3d assest from bridge quixel for example HUGE CANYON SANDSTONE MESA like I tried to importe it to UE5 landscape and try to hop on it but instead I went through it can you explain how to make it real like solid
@@Urek-Treadway-xD-77 Hey man, that goes beyond the scope of this channel. I make tutorials on UE, more specifically creating cinematics, and rendering. There are many other channels focused on making games, though!
@@WilliamFaucher Oh ok well thanks but if you can specifically name a channel that really help me in what i need that will be great if you name it because i been trying to solve it or look for it on youtube google and not find a solution. But anyway thank you for replying you are quick when you and that a good thing.
To go a bit more into the file size of the Nanite Valley demo.
It's a 100 gb project, but 24 gb when it's packaged as a game. The project files contain things like uncompressed versions of textures and your source models. UE4/5 of course doesn't include that extra data when packaging a game, but it's really nice to have in a project in case you need to export out a model, or increase the resolution of a Nanite mesh or whatever. Otherwise it would be a much more destructive workflow.
Yeah I can't really speak for the packaged size of things, only editor stuff. Crazy how compression works eh?
Better explanation than from Epic Games itself!
5.1 made nanite usable on foliage.
perfect tieming my man, just about to start my first scene in ue5
Good luck!
u guys know any UE5 discord?
😂 . I hate when people tell me “good luck”. Do something awesome dude. UE5! Come on🦾
This is one of the shortest nanite tutorials but by far the best... Same for your other tutorials... You should try out cloning yourself so you can make more tutorials
you are an angle dude. God sent🙌.
Thank you!
I learned many highly important bonkers details about nanite. This was very informative.
After watching this video the Unreal 5.1 update is even more impressive to me. They made foliage work with nanite. That's incredible
Thanks for a great video! Very nicely explained :) For me, the thing that blows me away is that the entire system uses one draw call! I recall hearing that there is a 4ms base cost to use nanite, and I wonder how that'll impact its potential for VR and high-fps games.
Yeah that's a good point! I'm sure Epic is going to improve that performance overall however.
it's great but for example when i activate it on trees, i just see the grey mesh without the skins, why is that?
You video really helped me understand how to judge a Nanite-friendly mesh, thanks for the sharing as usual!
Thanks Maria! I'm glad it could help!
Im interested to see what workflows build up around Nanite, Hearing these restrictions makes it sound like an interesting technical challenge to use to its best (my idea of fun :D)
Kindof yes, but kindof makes me worried about foliage since look how it is almost nonexistent in all recent Unreal-hype videos hmmm, it's all about those Mars-like beautiful rock formations. Hmmm, still hyped though.
@@Amuntsen Quixel has nanite foliage you can also import, I tried it myself with some bushes. No issue
@@irecordwithaphone1856 You just won't be able to make it move like natural foliage if you want to enable nanite on those. They'll have to be static, if I'm right, which is a shame. He also forgot to mention that nanite does not support vertex paint (all tho it supports vertex color), which is giving me headaches right now D:
One that occurs to me, is the possibility of having hybrid meshes. Imagine doing something, like having a tree. Where the roots and trunk are done with nanite, and then you have the branches and leaves done traditionally. SO you can animate them and have alpha channels on the leaves.
Maybe objects being nanite, until they need to be animated. For example, you could have an object that will have simulated physics, so perhaps it will be nanite, until it moves. And once it stops moving it turns to nanite again.
I think there will be a lot of hybrid workflows and meshes.
Yeah, the overdraw is a concern but still handles it better than without Nanite lol. The reason why it cant cull sometimes is because the cluster bounding box is partially visible. This happens with clusters together at tight angles or far distances because there is more chance of the bounding boxes being visible.
Great start for my day, thanks.
Cheers!
Great vid, very clear explanation of stuff that was once over my head, thanks
Thanks for distilling down to this helpful nugget 🙏
Cheers!
especially the summary at the end
Great video and a good concentration of info from that live stream :) I just wonder about, what is the best mesh design for both Nanite AND Lumen. As far, as i understand, Nanite prefers (big) meshes, that are not stacked upon each other. Lumen on the other hand does not like complex forms, and going by what they said in the live stream, it´s probably best, if every wall segment is it´s own mesh.
So a Deathstar like surface, where a ton of Greebles are spread across a large flat surface might work well for both, if all those Greebles are just simple shapes and arranged side by side. A Borg Cube with all it´s fine pipes and small clusters, that are arranged in endless layers through the whole Cube might be a not so good idea, especially, if those smaller clusters are all complex meshes (since Lumen prefers simple shapes).
Edit: Hah, someone already made a Deathstar from a ton of free available Greebles ^.^ ua-cam.com/video/kRU7VugZCLs/v-deo.html
Nice descriptions. As someone who did numerical computation, I am curious about the math in the culling. As someone who also did imaging of those computational results, the nanite results are very exciting. I feel both conflicted and enthusiastic as I want to know more detail, though I am no longer doing this work.
I’m keen to see if Nanite works with heavy CAD models - has anybody tried this yet? All of the demos I’ve seen so far are based on very organic geometry rather than engineered hard surface type models. Thanks for the great video, straight to the point as always...
Hard surface stuff will absolutely work! As long as it’s not long thin stringy aggregate geo :)
Man thanks so much for these things🤗....I need a deconstruction scene tutorial please😊
ua-cam.com/video/TABymp8AzMY/v-deo.html&ab_channel=Quixel Like this one 👉👈😅😅
Thanks a lot for all the information you are giving to us ,since unreal engine 4 and now at 5 ., best regards
I think this video is a great reminder that just because technology is getting more efficient, it doesn't mean you stop optimizing. A lot of developers aren't investing enough in optimization.
For games I totally agree! For film though, anything that speeds up our workflow is worth gold!
always stoked to see a new WF drop!
Youre too kind!
My faborite UE youtuber. Thank you for the info.
Thank you! I'm honored :)
Another cons is you can't vertex-paint a nanite object, which means you can't "smart" blend 2 set of textures, like some parts of a wall with dirty material.
Very good point! That said you CAN use mesh decals :)
Great primer. Thanks :)
For animation/cinematics though I am wondering whether you will get visible geometry 'popping' like you do with the LOD system so as you move farther towards/away from geo that the texture updates will be noticeable? If so, it would be a deal breaker for some scenes.
It's so gradual that you shouldn't be able to tell. The UE5 demo (the big giant thing) uses nanite for the armor parts, couldn't tell any visible popping at all :)
Hmm I wonder how nanite would handle closed leave foliage (3d leaves) instead of open cards... Thanks for the video as usual, great stuff!
I tried, and same problem. The issue is less the fact that it is an open mesh, and more the fact that there are holes BETWEEN other leaves.
@@WilliamFaucher So basically any 3d model that has a porous structure won’t work?
@@gonzalonovoa8137 I think only if the pores are actually open like a wire fence has holes going through, whereas something with dimples like a golf ball should work. Haven't tried it yet.
The overflow problem should be solved by a tool which allows you to fly over your sceen and scan the surface in any directions like a cubemap.
So everything that is not touched by your scan gets greyed out (not deleted so you can still work with it) and not rendered in the final game.
I'm no expert, nor will I pretend to know anything about code, but I think if the solution were that simple, Epic would have solved it by now :)
Hmm, why isn't nanite "cropping" the layers during compile time? If a layer is below another object then it's "not needed" and you should be able to just crop it.
I mean I see you as an expert already. I don't even know how I would call the guys who created Nanite.
Hello! Great tutorial but it leads me to a question: Why should We stack so much geo in such layered way? When You showed us how it looks like, I couldn't actually imagine this could add some details since it's clearly not visible on the surface (since it's buried). Or does it actually work in some other way than I understood?
Cheers!
bump comment, great, informative, amazing =) I was really wondering why Valley is so bad and never bothered to check layers
great thanks william for the great work.
Thank you!
You said that nanite makes better looking virtual shadows map, but you mean the Shadow projected in a nanite surface, or the Shadow casted by a nanite mesh?
Both, I suppose! Ue5 uses what we call virtualized shadow maps, which are up to 16k per light, and are optimized to load only what is visible, it works in conjunction with Lumen.
I love these UE5 videos. William explains it all so well + is ultra knowledgable with all the tech side of this complex software too! I was wondering if a scene could be half nanite for the rocky assets and half non nanite for the foliage/trees ? Or better still if Epic designed a system for each ie nanite rocks + nanite foliage to solve the culling issue
good for your explaination about nanite, i tried nanite on ue5 and confusing what is it can use for, now your video help me clear all this confused,so ya, thanks a lot always.
Your channel is pure quality information bro!
Thanks, Jennifer! I appreciate it!
Fantastic video and summary, thanks a lot!
New week thanks again I'm here whit you.
Thanks for the support!
Cinema and gaming have never been so close
i love you William the videos are so easy to understand
Thanks so much!
This is insane..overdraw can be fixed with modelling so I think it's still a very good system
Thank you sr. Its a simple process but one that I was wondering about.
I click 'like' before even watching your vids.
super awesome in depth explanation. great show!
Thank you so much!
you made me cry with joy..
I may be new to this whole industry but if you dont mind, would you explain what is the best pipeline to create a cinematic video, in terms of simulation, animations, smoke, turblance.. etc.
My quixle megascans assets are looking pretty low res with unreal engine 5, my like on screen setting thing is set to 100%, I don’t really understand why my meshes look like doodoo
Very informative and educational! Thanks.
Funny enough with the stacked performance, Unity has tools to eliminate that by deleting polygons that are always culled. I think something like that could really benefit nanite in this case.
loving the tutorials
Thank you!
Thank you!
What an interesting video, thanks a lot man!!
Awesome content, technical enough to stand out and yet still very concise and clear. Thank you :-)
what it reminds me of is the Subdivision modifier in Blender
Loving your content! Learned so much from you.
Never heared an English native with a speech defect. :D
No offense, its still a pleasure to watch your video and listen to your explanation.
Was just surprised :D
Keep on doing!
Edit: oh man... Now I want to start with map editing,but in totally clueless xD
hehe I'm deaf, that's why :) Glad it could help!
Will probably start using UE5 soon. Biggest get for me is just kit-bashing/blocking without having to worry too much about performance.
Yeah man, this is a total game changer for concept artists too
looks more like nanite commercial suggesting us emotional impression over it, rather than telling what it is and how it works so we can judge for ourselves
I literally show you how it works and its pros and cons for you to make a judgement call.
Excellent explanation, thank you so much
hi pls explain kitbashing in detail and reuse those kitbash to design a new world level. because i have 4.6 mi polygon single industrial rack to be scattered as ton of racks organized as multiple clusters of the Racks.
For archvis and similar purposes aggregated geometry is kinda ok. Performance is ok-ish on something like trees but leaves will disappear at distance. This can be fixed by setting nanite.maxpixelsperedge command to below 1 and while this does lower performance it will still be orders of magnitude faster than regular static meshes. It's just not something reasonable for games.
Very very good to know! I haven’t seen this console command anywhere, how did you find it??
@@WilliamFaucher I was just going through all nanite commands cause my tree leaves were disappearing in a scene and this one fixed it. It works like a screenspace tesselation on per pixel basis. If your tree leaves for example are just few pixels wide and those vertices aren't connected to anything, then nanite cannot collapse edges without removing the small part all together.
This content is fantastic. Thanks, man. Greetings from your neighbor in Germany! 🇩🇪🎉🇳🇴
Thanks so much! I adored my time in Germany! Enjoy!
@@WilliamFaucher That's great to hear. Have a wonderful week, man!
Thanks for the informative and detailed breakdown! Maybe a noob question, but how do I turn off the 'nanitestats list' command if I don't want to see the stats anymore?
What computer setup are you using for these demos with Unreal Engine 5? I really appreciate your tutorials but would love to know what you are using in your work.
Nothing special. Just a Ryzen 7 3700x, 64gb ram, RTX 2060S, relatively low-end as far as workstation PC's go
Great video as aways.
Thank you!
wow, very clear explanation. thank you very much for this great information.
On the stacked geometry problem - if you kick out a big ol fbx from unreal with all of your combined SM objects (big if, considering how costly the operation would be) could you theoretically delete all of the leftover geometry in a DCC and bring it back in to improve performance?
Yeah I think that could work! Worth giving a try to find out ;)
such good content, thanks so much!
btw, could you, if you find time, make a tutorial on how to grow such an awesome beard? :D
Thanks a lot for this video :)
Is there a simple way to enable nanite on muliple objects or with datasmith ?
Thank you Will. Do you know how to use Foliage and trees with leafs opacity in runtime and using Nanite and Lumen?
Great videos! Did you ever think about making discord focused particularly on vfx/cgi stuff? It would be cool to get better source of tips, ideas and to stay in touch ofc. 😀
I'm working on it, yes!