Landscape Material - Enable Displacement Unreal Engine 5.3

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  • Опубліковано 9 лют 2025

КОМЕНТАРІ • 176

  • @HowzzatUD
    @HowzzatUD Рік тому +23

    For those having issues in 5.3.1 make surein the material on the left panel to scroll down and check the use with Nanite checkbox.

    • @CGDealers
      @CGDealers  Рік тому +1

      I pinned your comment. It will help!
      Thank u!

    • @HowzzatUD
      @HowzzatUD Рік тому

      Ya welcome @@CGDealers , hopefully they will finally get Substrate support for Landscapes sorted at some point because it pretty much breaks everything and there is no equivalent to Landscape Layer Blend as Far as I have read and seen others comment on in the Dev forums. The only way to do it currently is to create your landscape material as normal, then enable substrate and hope the conversion works.

    • @UnrealEngineLearn
      @UnrealEngineLearn Рік тому

      And if it doesn't work rebuild your landscape by pressing "rebuild data" inside of your landscape object!

  • @FatPasta
    @FatPasta Рік тому +10

    YES!! I was so looking forward to 5.3 for this update (plus nanites in landscapes). Once I'm done with rehab I'm going to implement this in my worlds
    Thanks a ton man, you're amazing

    • @CGDealers
      @CGDealers  Рік тому +4

      Take care! Fast recovery my friend. Can't wait to see you come back to Unreal :))

  • @victorlysov3486
    @victorlysov3486 Місяць тому +1

    Finally! I found it! Thank you!!!! Subscribing right now!

  • @outofrhythm9670
    @outofrhythm9670 Рік тому +3

    Damn finally they brought back displacement which was much needed!

  • @nemysisretrogaming3771
    @nemysisretrogaming3771 Рік тому +7

    While there is an initial cost to enabling the displacement, there is no extra cost for multiple displacement material layers. It costs the same in performance if you have 1 displacement material or 10.

    • @CGDealers
      @CGDealers  Рік тому +1

      Yep.

    • @pannonianknight
      @pannonianknight Рік тому

      you are just changing sthe scale of displacement by those numbers.

    • @juancarlosgzrz
      @juancarlosgzrz 9 місяців тому

      how can I enable that eidsplacement?

  • @juergenmusic
    @juergenmusic 2 місяці тому +2

    Take care, for some Materials from Megascans the Blue channel of the "yellow" ORM (Occlusion/Roughness/Metal) Texture is "empty" (either white=1 or black=0). If you connect that one to "Displacement" it'll either displace the whole mesh (if it's white=1) or do nothing (if it's black=0).
    In that case try the red "Occlusion" channel

  • @jt-el8540
    @jt-el8540 Рік тому +1

    I'm new to this all but learning a lot brother 👍👍 many thanks, keep up the great content. You dudes from Europe are no joke lol.

  • @86Dina
    @86Dina 11 місяців тому +1

    Please help! I don't have displacement input in material! Why is that? I updated to 5.3.2 version from 5.3.0 but it didn't help. I wrote everything in config as it was said in the video and swithed on nanite in landscape...

    • @CGDealers
      @CGDealers  11 місяців тому

      You should enable it via the Commands used in DefaultEngine.ini
      r.Nanite.AllowTessellation=1
      r.Nanite.Tessellation=1

    • @86Dina
      @86Dina 11 місяців тому +1

      Thank for the answer. My mistake was missing one L in the word tessellate 🤦‍♀️

  • @evgenyrivkin4908
    @evgenyrivkin4908 Рік тому +5

    Looks amazing! Now the big question is how it can be incorporated in the auto landscape material!

    • @CGDealers
      @CGDealers  Рік тому +7

      Working on that for the past few days. I hope in the next 1-2 weeks I will be ready and will update it to patreon.

    • @evgenyrivkin4908
      @evgenyrivkin4908 Рік тому +2

      Wow! This is gonna be killer! @@CGDealers

    • @Highcastle_of_Geek
      @Highcastle_of_Geek Рік тому

      This is my big issue as well. I have an established environment with a variety of textures and replacing it with one simple texture kind of kills the realism. The displacement feature would be great in certain areas like riverbeds and other rocky areas.

    • @sleonhart
      @sleonhart Рік тому

      Indeed, have been trying to make it work but normal blending seems to be a problem causing very weird displacement, don't know how to fix it

  • @carlrotebrink
    @carlrotebrink 10 місяців тому +1

    When I tried to swap out my first landscape material that uses displacement with another that doesn't the material wouldn't display on the the landscape. I had to disable nanite on the landscape actor to get it to work. Just thought I'd leave that here if by chance someone runs into the same issue. Thanks for the awesome lesson!

    • @carlrotebrink
      @carlrotebrink 10 місяців тому +1

      Also, if you change the material and you end up with a bunch of holes in your landscape (even while working in the editor, because it's currently not possible to package this feature properly), change the magnitude value to literally anything else to "reset" it and then you can set it to whatever you want and the holes should disappear.

  • @federicojanni
    @federicojanni 5 місяців тому

    Hi when I paint layered texture on landscape the transition between one texture and another is blurry...how can I have a sharp edges between the 2 texture, its a landscape resolution problem ?

  • @rua893
    @rua893 9 місяців тому +2

    is there a way to make the displacement look better when up close ? .. when i zoom camera close to the texture is looks jagged and bad 👍👍

    • @CGDealers
      @CGDealers  9 місяців тому +1

      At the moment i dont know a way to do that.

    • @rua893
      @rua893 9 місяців тому

      @@CGDealers thank u bro for replying .. i keeps asking around and no one responds soo thank u 💖💖👍👍

  • @Mr.GoodForNothing1st
    @Mr.GoodForNothing1st 5 місяців тому +1

    Thank you!

  • @edwardhoare7617
    @edwardhoare7617 10 місяців тому +1

    Nice one! Thanks!!

  • @ArpitGolani
    @ArpitGolani Рік тому

    I have a question that is i am getting this error in 5.3 only which is landscape:1 physical material needs to rebuilt and i am trying to build materials and landscape but still the red line always shows nothing happens any suggestions?

    • @CGDealers
      @CGDealers  Рік тому

      Join our discord and ask your question in the community. They might help you. discord.gg/NbV9ZUwnx6

  • @sinamohamadi65
    @sinamohamadi65 Рік тому +1

    ❤❤❤ thanks for the tutorial video

  • @AlqueMeteor
    @AlqueMeteor 4 місяці тому +1

    Thank you, Can displacement be enable in large Landscapes?

  • @kr1s663
    @kr1s663 Рік тому +2

    And what if i want to enable displacement on one Material with much textures? (ex grass, rocks, sand) i want it on rocks specifically.

    • @suraj.1889
      @suraj.1889 10 місяців тому

      if you are using grass rocks and sand in one material chances are you are using a many material at once or a blended material made of 2 or more materials. if not, you can always use a black and white masked map to mask the rock regions and use that to connect with the displacement socket.

  • @kalex07
    @kalex07 Рік тому +4

    Enabling nanite on big landscapes causes crashing and slows the viewport down so I've had to disable nanite on my landscape. Would be nice to add displacement to some of my textures without nanite enabled on my landscape.

  • @ApeGo1772
    @ApeGo1772 Рік тому +1

    I noticed the displacement texture is a different color than the ones I use in blender. Is there some kind of converter for this? How should I change my image in photoshop?

    • @CGDealers
      @CGDealers  Рік тому

      Check blender to unreal displacement tutorial on youtube. I use maya so its a bit different.

    • @ApeGo1772
      @ApeGo1772 Рік тому

      Unlikely that it's different, I should've said "Maps I use for modeling" because the displacement maps are the same for Maya and Blender. You use black and white maps for ambient occlusion, blue for normals, none of that should be different.
      What I'm looking for is a "create ORDp maps for your textures" tutorial. But there doesn't seem to be any yet.
      @@CGDealers

    • @ApeGo1772
      @ApeGo1772 Рік тому

      Maybe I'll try just throwing a green filter over my texture, then lightening the spots I want raised. Pretty much just replicate what I see from most ORDp textures. Not sure what the red specks are for. Guess I'll see.@@CGDealers

  • @schrottiyhd6776
    @schrottiyhd6776 Рік тому +1

    when i run as standalone game, or run the .exe produced by packaging the landscape has the default UE5 material + no displacement ... is that the same for you?

    • @CGDealers
      @CGDealers  Рік тому

      Displacement as far as I read in the forums still not working for .exe

  • @derptweaker945
    @derptweaker945 Рік тому +1

    Watching on my way home from work on the buss, can't wait to try this. I hope my computer can handle it 1070ti

    • @CGDealers
      @CGDealers  Рік тому

      I hope so too!

    • @derptweaker945
      @derptweaker945 Рік тому

      It worked :D
      So tomorrow i will start trying to implement this into my Landscape Master material.
      Thanks for the help take care
      @@CGDealers

  • @jacksongrow
    @jacksongrow Рік тому +7

    Would you be able to make a quick video on how to implement this displacement into your Landscape Auto Material you made a video on? I think that would be such an amazing combination!

    • @CGDealers
      @CGDealers  Рік тому +10

      I'm working on that yes.

    • @eyeemotion1426
      @eyeemotion1426 Рік тому

      That would be great indeed. I've been struggling to get 2 techniques combined for an Auto Landscape Material. One where you just have to create 1 blueprint that I can use for any layer, but having a hard time getting it to work on Blend Layers in combination with displacement (for example, where the layers blend, getting pebbles to portrude the grass). Also having a hard time getting rocks and grass (meshes) auto distributed with this technique.
      And one which is the tried and true technique (that Unreal Sensei uses), but where you constantly have to copy bleurprints if you want to add an extra material layer.
      I think I'm trying too much for a beginner. But I like to get things automated as much as possible, as it is already a lot of work for a solo-developer.

  • @hristozafirov5828
    @hristozafirov5828 Рік тому +1

    Something just doesn't work for me. I add the commands, I even tried them in the command console in engine. I restarted the engine. And when I create a material I just don't have the Displacement output. (It does have displacement settings and my landscape can have nanite enabled, but the material Displacement output is not there.)
    What am I doing wrong?

    • @CGDealers
      @CGDealers  Рік тому

      Copy and past my commands. Also you must use Unreal Engine 5.3 version, not 5.2

    • @acsventures8010
      @acsventures8010 Рік тому

      5.3.1 doesn't seem to work with this now or at least for me it doesn't @@CGDealers

  • @revan9903
    @revan9903 Рік тому +2

    Does it make a difference if you put the red channel into roughness and the green one in ambient oclusion? I've seen it somewhere that way and was wondering if it's important which way it is connected.

    • @nemysisretrogaming3771
      @nemysisretrogaming3771 Рік тому +9

      When using packed textures it is important which channel you use. Most packed textures from professional outfits like megascans tell you in the file name what channels are what.
      For example a megascan packed texture is named with ORD. These represent Red channel ambient (O)cclusion, Green channel (R)oughness and Blue channel (D)isplacement.

  • @PaulM-o7m
    @PaulM-o7m Рік тому +2

    Is there a way to add the displacement to the landscape which you created in the automaterial tutorial? So combine all the displacement maps for the different textures?

  • @romank3157
    @romank3157 Рік тому +2

    Did you try to package the project? It seems it's only working in editor play modes, in the packaged build it looks like it misses some shaders and landscape appears broken. And yes, you certainly can incorporate it into automaterial and blend it with other textures and landscape layers, the only problem is that it only displaces in one z direction, it can't shift below your original surface? so if you try to offset it in minus direction, it clamps.

    • @CGDealers
      @CGDealers  Рік тому +1

      I'm still exploring it how to add it into the auto material. Are you building with 5.3?

    • @romank3157
      @romank3157 Рік тому

      @@CGDealers Yes, 5.3 release

    • @lorenfulghum2393
      @lorenfulghum2393 Рік тому

      I'm having the same issues. In the build, all the near landscape quads (where the tessellation would be) are just empty reflective planes. Works fine in PIE.

    • @jorgearocha7441
      @jorgearocha7441 Рік тому

      Did you try to package the project? It seems it's only working in editor play modes-------- i have the same problem, any one knows if theres a way to work un package project?

    • @CGDealers
      @CGDealers  Рік тому

      @@jorgearocha7441 The packaging is still not working. Displacement is in early stage in UE 5.3+ and still buggy.

  • @shinnasukah
    @shinnasukah Рік тому +1

    The displacement gets spiky results when the camera is near the landscape, is there a way to fix it?
    Seems like something to do with the LODs?

    • @CGDealers
      @CGDealers  Рік тому +1

      It might. Keep in mind that this is first release and it might be buggy still.

  • @snowblade6762
    @snowblade6762 11 місяців тому +1

    does displacement affects the repetetive texture?

  • @gamsc
    @gamsc Рік тому +3

    Thanks.

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 Рік тому

    do u know how to make it so the character is not floating or clipping to deep, maybe just like a slight clip

  • @glenn3646
    @glenn3646 Рік тому

    Ok if I wanna import some plane from 3d max do I need to put allot of edges in the plane right for it to work?

  • @ShadY-xf9qp
    @ShadY-xf9qp Рік тому

    what to do please help me I have white lines and artifacts on the landscape how to solve please

  • @snowblade6762
    @snowblade6762 11 місяців тому

    i am not getting the displacement option in the blueprints for some reason my version is 5.3.2

    • @CGDealers
      @CGDealers  11 місяців тому

      You need to enable it in the .ini file

  • @ralex4361
    @ralex4361 Рік тому +2

    Hi , I just wanted to check does anyone else have it that the landscape disappears as soon as you put the displacement texture on the landscape?

    • @CGDealers
      @CGDealers  Рік тому

      For me it works just fine. No problems. Hop in discord and ask our community. 2k+ people are there :) Someone could have the same problem and solved it already.

    • @WarriorOfModernDeath
      @WarriorOfModernDeath Рік тому +2

      @@CGDealers Had the same issue and i wasn't able to find the fix.

  • @jbach
    @jbach Рік тому +1

    Great info!. Any chance you have a simple Auto Landscape material that works with the new displacement feature?

  • @bronze497
    @bronze497 Рік тому

    Hi when I try to enable nanotechnology on the landscape and then save it ue5 crashes, I have a imported landscape with textures painted on already do you think that’s the issue

    • @CGDealers
      @CGDealers  Рік тому

      Hard to tell from just a comment. You can share more info in our discord server and try to find a fix there with the community.

  • @gustavocarvalho7988
    @gustavocarvalho7988 Рік тому +2

    Which one is the best? Use landscape with displacement? Create a world using nanite? Lots of options, lots of questions?

    • @CGDealers
      @CGDealers  Рік тому +2

      Nanite will be further developed and it will be the standard. So yeah.

    • @GallileoPaballa
      @GallileoPaballa Рік тому +4

      You don't have to choose, you can use both landscape and nanite static meshes wherever you want. AFAIK the biggest knock against displacement in terrain is that it doesn't generate any additional collision data.

    • @CGDealers
      @CGDealers  Рік тому +3

      @@GallileoPaballa for textures is fine. If you not push the magnitude too far. This way you have the detail boost and not so bad collisions.

    • @nemysisretrogaming3771
      @nemysisretrogaming3771 Рік тому +1

      Considering you have to enable nanite to use displacement on both landscapes and meshes, once you have enabled one thing in nanite it's best to use nanite for all that you can as the initial performance cost is already implemented.

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS Рік тому

    Hi, does it works with path tracing too? when switching from "lit" to "path tracer" the tassellation disappears...

    • @CGDealers
      @CGDealers  Рік тому

      I don't use Path tracer atm.

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS Рік тому

      @@CGDealers ok, anyway you've got any ideas if there are limitations?

  • @BlackSwanDhorn
    @BlackSwanDhorn Рік тому

    So i get a bug i don't see in all those videos on the subject. i can bring down magnitude until a certain point, and it's still way too high... it don't seem to pick values under 1. i tried to manually multiply the map in the shader, i get better displacement but the map seems to dive below floor and get unlightened...

    • @CGDealers
      @CGDealers  Рік тому

      Try values for magnitute 0.01 or lower. use the "."

    • @BlackSwanDhorn
      @BlackSwanDhorn Рік тому

      already tried that. i just created a simple material and it works. looks like it doesn't works with my master landscape material. i just added a displacement slot in the setmaterialattributes node, get the funky magnitude

  • @BlackUniverseProductions
    @BlackUniverseProductions Рік тому +1

    Can you use Displacement with Pathtracer?

    • @CGDealers
      @CGDealers  Рік тому

      www.reddit.com/r/unrealengine/comments/18brads/can_we_get_displacement_in_path_tracer/

    • @BlackUniverseProductions
      @BlackUniverseProductions Рік тому

      @@CGDealers I have done exactly what he said but it still doesn't work

  • @Virtual_Relaxing_Nature
    @Virtual_Relaxing_Nature 10 місяців тому

    Hi , i'm 5.3.2 and under front material the displacement line is missing, what can I do?

    • @CGDealers
      @CGDealers  10 місяців тому +1

      You need to add the settings in the engine .ini file as I've mentioned. Then restart unreal engine.

  • @gianfrancogarcia1491
    @gianfrancogarcia1491 Рік тому

    I'm using UE 5.3.2 For me it only works on a landscape actor but it is not working when applying the same material to an object. Example a ball or a cube. When I look using wireframe I can see that the number of polygons are increasing but in a strange way and does not have any effect on the object. Can someone help me? please.

  • @mindped
    @mindped 10 місяців тому

    Build data crashes my scene for large landscape...

  • @lucascavallari8489
    @lucascavallari8489 Рік тому

    Hey there! I really liked this feature, but I'm having the following issues: at open world maps, between lanscape instances, theres a space between them that is possible to see through.
    Also, usually textures look repetitive, but I can't use texture bombing with displacement because it messes up with it. So I started creating a seamless texture bombing, my idea was to make a kind of a kaleidoscope with 3 mirrors axis that repeat along the texture, at preview I had it working, but I had some issues in the end.

  • @wk2414
    @wk2414 Рік тому

    Does displacement in unreal 5.3 work with your auto landscape material?

    • @CGDealers
      @CGDealers  Рік тому

      At the moment it's not integrated as displacement is still buggy and not working when you build your game.

    • @wk2414
      @wk2414 Рік тому

      Ok ty for the reply!@@CGDealers

  • @GES1985
    @GES1985 11 місяців тому

    I wish I could find a creator with videos that can teach me how to make a smooth version of minecraft.

  • @rishafortuna2270
    @rishafortuna2270 9 місяців тому

    Awesome, thank you so much! It works perfectly fine for one texture, yet it seems he struggles with more than one displacement. Do you have a tip for this issue? :) Greetings from germany!

  • @hcouto70
    @hcouto70 11 місяців тому

    Does it work for huge landscapes?

    • @CGDealers
      @CGDealers  11 місяців тому

      Just turn on nanite :)

    • @tbarsnessvfx
      @tbarsnessvfx 9 місяців тому

      @@CGDealers I'm noticing a huge cost in my base pass added about 35ms . I cannot for the life of me figure out how everyone is getting acceptable performance . 2080ti water cooled getting 10fps with a simple terrain. Any thoughts?

  • @meskalation
    @meskalation Рік тому

    Tesselation and Landscape Displacment dropped fps to 0-3 fps...not sure if my material with layer blend is not correct anymore but, something seems pretty wrong now :/

    • @The_Harsh_Truth
      @The_Harsh_Truth Рік тому +1

      make sure you enable nanite landscape first. otherwise it would be kinda laggy.

  • @dissonantprotean5495
    @dissonantprotean5495 7 місяців тому

    This isn't working with Unreal 5.4 on Mac. I added the lines to Engine.ini, connected the material slot, and enabled tesselation / displacement / nanite in the material and the Landscape itself. No dice.

    • @CGDealers
      @CGDealers  7 місяців тому

      Join our discord. The community will help you out there.

    • @dissonantprotean5495
      @dissonantprotean5495 7 місяців тому

      @@CGDealers i think the issue is Nanite is bugged on Macs

  • @Belarus9000
    @Belarus9000 Рік тому

    Why blue chanel connected to displacement? Blue its metallic, it isnt? Why didn we use alpha (height) chanel for displacement?

    • @CGDealers
      @CGDealers  Рік тому

      You can use your own textures and plug any channel you want. Not a problem!

  • @juancarlosgzrz
    @juancarlosgzrz 9 місяців тому

    How do you enable displacement in material?

    • @CGDealers
      @CGDealers  9 місяців тому

      Open your project defaultengine.ini file and add those lines there. This will enable displacement.
      Commands used in DefaultEngine.ini
      r.Nanite.AllowTessellation=1
      r.Nanite.Tessellation=1

  • @grossimatte
    @grossimatte 8 місяців тому

    Displacement option is greyed out in 5.4.

    • @CGDealers
      @CGDealers  8 місяців тому

      Enable it in DefaultEngine.ini file

  • @juancarlosgzrz
    @juancarlosgzrz 9 місяців тому

    Build data not available

  • @neexel7508
    @neexel7508 Рік тому +1

    When I enable nanite landscape becomes invisible

  • @TheShpiler
    @TheShpiler Рік тому +1

    I tried this (and many other yt tutorials as well) to enable displacement on landscape. Everything works well when i play in editor, but in packaged game the terrain is broken: it has holes instead of half of triangles in certain range from camera. Anyone had success with it? Regular meshes with nanite displacement works well though, The problem appears only with landscape.

    • @CGDealers
      @CGDealers  Рік тому

      Try the unreal engine forum and ask there. It might be bug due to the first release of displacement. 5.3 is the first version that support displacement.

    • @ynfra
      @ynfra Рік тому

      Try double sided with hole issues

    • @aaronhoehn860
      @aaronhoehn860 6 місяців тому

      Hey, have you found a solution for this? I have the same issue with my build in 5.3

    • @TheShpiler
      @TheShpiler 6 місяців тому

      ​@@aaronhoehn860, haven't tried this since that time, as project stalled a bit, but according to UE forums you can try 5.4, the problem might be fixed there

  • @ednardoguimaraes4340
    @ednardoguimaraes4340 Рік тому

    I liked your video but I would like to know how to do this with layers of different textures like displaciments, thanks for your work here on UA-cam

  • @reaperone7325
    @reaperone7325 9 місяців тому

    this na nite thing don't work for me 😢

  • @muneebhero1159
    @muneebhero1159 Рік тому

    Can you make authentic gun shooting in unreal engine 5.2.1
    Use weapon components please.

  • @HmmIndeedQuite
    @HmmIndeedQuite 8 місяців тому

    I followed all steps to the best of my ability but I still cant seem to get it to work on any textures, Ive looked through the comments and tried their suggestions but nothing seems to work, Ive been needing this features quite badly. It might be because I'm on a mac but that shouldn't cause that many problems. If anyone could help trouble shoot that would be a huge help.

    • @CGDealers
      @CGDealers  8 місяців тому

      Should work. Join our discord sever to get some help.
      discord.gg/yM5ZW8GaZC

  • @admiralmoon487
    @admiralmoon487 24 дні тому

    Thank you for the information, I was suffering from it a lot. I have a request and a question from you personally or to whoever sees this comment: How can I do the same method on other models?
    Other landscape !!

  • @FateOfFools-o6h
    @FateOfFools-o6h 5 місяців тому

    does this work on 5.2

    • @CGDealers
      @CGDealers  5 місяців тому

      No displacement is supported 5.3 +

    • @FateOfFools-o6h
      @FateOfFools-o6h 5 місяців тому

      @@CGDealers man, that's life, one minute you got it all, next minute your sat outside with nothing

  • @sahinerdem5496
    @sahinerdem5496 Рік тому +4

    this is just for visual, no collision for tessellated polygons. so this will be used for better scene. Tesselating details to character step on it with ik or other collisions or something doesn't work.

    • @sekker2k446
      @sekker2k446 Рік тому

      You are right

    • @liamklein5333
      @liamklein5333 Рік тому +1

      You don’t really want them to have collisions. It would likely spaz out the character, and create a lot of unnecessary collisions

    • @quartermaster2809
      @quartermaster2809 Рік тому

      I think for most surfaces it's fine, we can just add Collison boxes to slightly level up the height (no clipping through this way).
      Large rock surfaces might be an issue but small pebbles and all with displacement is still good

    • @sahinerdem5496
      @sahinerdem5496 Рік тому

      @@quartermaster2809 besides more work it won't be accurate. There should be landscape nanite editor after applying build. with collision like static meshes have.

  • @nirmal_wadhe21
    @nirmal_wadhe21 11 місяців тому

    HOW TO DO IT FOR WALL OR SOMETHING

  • @ZenShadow-pl7zj
    @ZenShadow-pl7zj Рік тому

    How to delete material level in print mod landcape

  • @sergeibargamotov8931
    @sergeibargamotov8931 10 місяців тому

    yes it all cool. However, try try package it for game... and all LandScape will be broken. I still can not find the solution for Shipping and Packaging it just don't work...

    • @CGDealers
      @CGDealers  10 місяців тому

      Yeah packaging is still not working with displacement in 5.3

  • @ivanlopez9086
    @ivanlopez9086 Рік тому

    god bless you

  • @Nobody91383
    @Nobody91383 5 місяців тому

    lol mines all spikey and crappy. even with megascans and Blue channel. totally weird in 5.4

  • @garythereet8577
    @garythereet8577 Рік тому

    mine doesn't seem to be working, i followed all the steps up until enabling nanite on the landscape, then when i click build it doesn't go 3d, but im on an m2 mac so maybe that is why , waaaaa! thanks for the great tutorial anyway bro

    • @CGDealers
      @CGDealers  Рік тому

      I'm testing this on PC, so I can't tell if it's from the mac or no.

  • @pannonianknight
    @pannonianknight Рік тому +1

    bro, for the sake of internet, console - > stat detailed, why the effort if we don't see these stats and numbers! :)
    by the end of video, I see you are marketing your skill in form of tutorial, would definitely consider including stat monitoring in he future videos if I was you.
    tnx!

    • @CGDealers
      @CGDealers  Рік тому

      Sure. Btw Displacement is still buggy and not working great, so even stats won't matter at this stage :D

  • @istealpixel7371
    @istealpixel7371 Рік тому +1

    Extremely buggy. New 5.3 installation, new project. Simple material created with displacement, as soon as I add it to a landscape it disappears. Collision is still present. Displacement material added to a mesh, mesh disappears.
    Too bad, I was really looking forward to it^^
    Win11 RX AMD 5700XT

    • @CGDealers
      @CGDealers  Рік тому

      Re-install or wait for a patch. I don't have any problems with it tbh.

  • @letsplaysomthing3799
    @letsplaysomthing3799 Рік тому

    why dont add displacement with normal way i dont want to use DX12 and nanite its drop fps for 30% when use DX12 and nanite not cool

    • @CGDealers
      @CGDealers  Рік тому

      Then don't use them yet. Wait for more updates from Unreal.

    • @letsplaysomthing3799
      @letsplaysomthing3799 Рік тому

      @@CGDealers yeh hope they will make displacement for standart just now landscape material look to flat sadly

  • @friedrichnietzsche883
    @friedrichnietzsche883 9 місяців тому

    cant fşnd anable nanite 6:30

    • @CGDealers
      @CGDealers  9 місяців тому

      You need to enable it in the default engine .ini file
      Commands used in DefaultEngine.ini
      r.Nanite.AllowTessellation=1
      r.Nanite.Tessellation=1

  • @ue5beginner248
    @ue5beginner248 Рік тому

    😮😮😮😮Enable displacement only on 5.3?

    • @CGDealers
      @CGDealers  Рік тому +1

      5.0, 5.1 and 5.2 are missing the Displacement feature.

  • @JHinsonMusic
    @JHinsonMusic Рік тому +2

    Shame this doesn't work for Packaged Builds, making it useless. Not your fault, but still annoying.

    • @CGDealers
      @CGDealers  Рік тому

      Wait for 5.3 update or 5.4. They will make it to work as displacement just arrived.

  • @ชาตรีโคฮุด106

    I don't have r.Nanite.Allow Tessellation=1 and r.Nanite.Atssellation=1
    I only have this
    [/Script/Engine.RendererSettings]
    r.ReflectionMethod=1
    r.GenerateMeshDistanceFields=True
    r.DynamicGlobalIlluminationMethod=1
    r.Lumen.TraceMeshSDFs=0
    r.Shadow.Virtual.Enable=1
    r.Mobile.EnableNoPrecomputedLightingCSMShader=1
    r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
    r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
    r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
    r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8