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.
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
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.
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
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...
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.
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!
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.
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 ?
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?
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.
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.
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?
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
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
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?
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!
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.
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?
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.
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.
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?
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.
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.
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?
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.
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
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.
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.
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...
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
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.
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.
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!
@@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?
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 :/
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.
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
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.
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.
@@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
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.
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 !!
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.
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
@@quartermaster2809 besides more work it won't be accurate. There should be landscape nanite editor after applying build. with collision like static meshes have.
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...
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
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!
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
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
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.
I pinned your comment. It will help!
Thank u!
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.
And if it doesn't work rebuild your landscape by pressing "rebuild data" inside of your landscape object!
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
Take care! Fast recovery my friend. Can't wait to see you come back to Unreal :))
Finally! I found it! Thank you!!!! Subscribing right now!
Thanks for subbing!
Damn finally they brought back displacement which was much needed!
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.
Yep.
you are just changing sthe scale of displacement by those numbers.
how can I enable that eidsplacement?
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
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.
Welcome aboard!
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...
You should enable it via the Commands used in DefaultEngine.ini
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
Thank for the answer. My mistake was missing one L in the word tessellate 🤦♀️
Looks amazing! Now the big question is how it can be incorporated in the auto landscape material!
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.
Wow! This is gonna be killer! @@CGDealers
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.
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
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!
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.
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 ?
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 👍👍
At the moment i dont know a way to do that.
@@CGDealers thank u bro for replying .. i keeps asking around and no one responds soo thank u 💖💖👍👍
Thank you!
Welcome!
Nice one! Thanks!!
Thank you too!
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?
Join our discord and ask your question in the community. They might help you. discord.gg/NbV9ZUwnx6
❤❤❤ thanks for the tutorial video
You’re welcome 😊
Thank you, Can displacement be enable in large Landscapes?
Yes
And what if i want to enable displacement on one Material with much textures? (ex grass, rocks, sand) i want it on rocks specifically.
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.
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.
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?
Check blender to unreal displacement tutorial on youtube. I use maya so its a bit different.
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
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
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?
Displacement as far as I read in the forums still not working for .exe
Watching on my way home from work on the buss, can't wait to try this. I hope my computer can handle it 1070ti
I hope so too!
It worked :D
So tomorrow i will start trying to implement this into my Landscape Master material.
Thanks for the help take care
@@CGDealers
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!
I'm working on that yes.
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.
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?
Copy and past my commands. Also you must use Unreal Engine 5.3 version, not 5.2
5.3.1 doesn't seem to work with this now or at least for me it doesn't @@CGDealers
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.
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.
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?
I'm working on that yes.
@@CGDealers Hi any news abot this?
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.
I'm still exploring it how to add it into the auto material. Are you building with 5.3?
@@CGDealers Yes, 5.3 release
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.
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?
@@jorgearocha7441 The packaging is still not working. Displacement is in early stage in UE 5.3+ and still buggy.
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?
It might. Keep in mind that this is first release and it might be buggy still.
does displacement affects the repetetive texture?
Yes
Thanks.
You're welcome
do u know how to make it so the character is not floating or clipping to deep, maybe just like a slight clip
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?
No
@@CGDealers cool I will try it
what to do please help me I have white lines and artifacts on the landscape how to solve please
i am not getting the displacement option in the blueprints for some reason my version is 5.3.2
You need to enable it in the .ini file
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?
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.
@@CGDealers Had the same issue and i wasn't able to find the fix.
Great info!. Any chance you have a simple Auto Landscape material that works with the new displacement feature?
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
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.
Which one is the best? Use landscape with displacement? Create a world using nanite? Lots of options, lots of questions?
Nanite will be further developed and it will be the standard. So yeah.
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.
@@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.
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.
Hi, does it works with path tracing too? when switching from "lit" to "path tracer" the tassellation disappears...
I don't use Path tracer atm.
@@CGDealers ok, anyway you've got any ideas if there are limitations?
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...
Try values for magnitute 0.01 or lower. use the "."
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
Can you use Displacement with Pathtracer?
www.reddit.com/r/unrealengine/comments/18brads/can_we_get_displacement_in_path_tracer/
@@CGDealers I have done exactly what he said but it still doesn't work
Hi , i'm 5.3.2 and under front material the displacement line is missing, what can I do?
You need to add the settings in the engine .ini file as I've mentioned. Then restart unreal engine.
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.
Build data crashes my scene for large landscape...
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.
Does displacement in unreal 5.3 work with your auto landscape material?
At the moment it's not integrated as displacement is still buggy and not working when you build your game.
Ok ty for the reply!@@CGDealers
I wish I could find a creator with videos that can teach me how to make a smooth version of minecraft.
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!
You're welcome!
Does it work for huge landscapes?
Just turn on nanite :)
@@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?
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 :/
make sure you enable nanite landscape first. otherwise it would be kinda laggy.
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.
Join our discord. The community will help you out there.
@@CGDealers i think the issue is Nanite is bugged on Macs
Why blue chanel connected to displacement? Blue its metallic, it isnt? Why didn we use alpha (height) chanel for displacement?
You can use your own textures and plug any channel you want. Not a problem!
How do you enable displacement in material?
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
Displacement option is greyed out in 5.4.
Enable it in DefaultEngine.ini file
Build data not available
When I enable nanite landscape becomes invisible
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.
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.
Try double sided with hole issues
Hey, have you found a solution for this? I have the same issue with my build in 5.3
@@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
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
Great suggestion!
this na nite thing don't work for me 😢
Can you make authentic gun shooting in unreal engine 5.2.1
Use weapon components please.
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.
Should work. Join our discord sever to get some help.
discord.gg/yM5ZW8GaZC
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 !!
does this work on 5.2
No displacement is supported 5.3 +
@@CGDealers man, that's life, one minute you got it all, next minute your sat outside with nothing
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.
You are right
You don’t really want them to have collisions. It would likely spaz out the character, and create a lot of unnecessary collisions
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
@@quartermaster2809 besides more work it won't be accurate. There should be landscape nanite editor after applying build. with collision like static meshes have.
HOW TO DO IT FOR WALL OR SOMETHING
Same as this
How to delete material level in print mod landcape
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...
Yeah packaging is still not working with displacement in 5.3
god bless you
lol mines all spikey and crappy. even with megascans and Blue channel. totally weird in 5.4
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
I'm testing this on PC, so I can't tell if it's from the mac or no.
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!
Sure. Btw Displacement is still buggy and not working great, so even stats won't matter at this stage :D
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
Re-install or wait for a patch. I don't have any problems with it tbh.
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
Then don't use them yet. Wait for more updates from Unreal.
@@CGDealers yeh hope they will make displacement for standart just now landscape material look to flat sadly
cant fşnd anable nanite 6:30
You need to enable it in the default engine .ini file
Commands used in DefaultEngine.ini
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
😮😮😮😮Enable displacement only on 5.3?
5.0, 5.1 and 5.2 are missing the Displacement feature.
Shame this doesn't work for Packaged Builds, making it useless. Not your fault, but still annoying.
Wait for 5.3 update or 5.4. They will make it to work as displacement just arrived.
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
You need to add it.