Unreal 5.4 - Material Displacement With Nanite

Поділитися
Вставка
  • Опубліковано 25 жов 2024

КОМЕНТАРІ • 22

  • @renderbucket
    @renderbucket  2 місяці тому +5

    Commands To Enable Nanite Displacement/Tessellation:
    r.Nanite.Tessellation = 1
    r.Nanite.AllowTessellation = 1
    Animated Displacements / WPOs & Normals With HLSL:
    ua-cam.com/video/GoVEomHxeNw/v-deo.html
    Nanite Displacement Settings & Other Methods:
    ua-cam.com/video/6x3bXWd_QHY/v-deo.html

  • @ali.3d
    @ali.3d 2 місяці тому +1

    Great video as always! Also just thought I'd mention here that you can adjust displacement strength per material instance - very useful if you want the same material setup with different displacement values. Just type in "Displacement" in your material instance and you'll see the property override options. Loved your work-around for the normal issues in this!

  • @Azaroth66689
    @Azaroth66689 Місяць тому

    Thank you for that enable tessellation button :)

  • @BonkBonkad
    @BonkBonkad 2 місяці тому

    Pretty clear tutorial.. easy to understand..

  • @Nevetsieg
    @Nevetsieg 2 місяці тому

    Oh God finally someone find a way to calculate noise normal in UE! This has bugged me for years! Thank you kind sir!

  • @importon
    @importon 2 місяці тому +2

    What I have not seen yet, is a video on the benefits of runtime dynamic displacement with nanite. for example, using a render target to make dynamic footprints in snow wit proper nanite detail. or dynamic damage to a static mesh using displacement. Would love to learn more about this sort of thing.

  • @UnrealArtist
    @UnrealArtist 2 місяці тому +7

    Wonderfull tutorial. You seems like an experienced guy. Can you please do a series on vertex paint system in unreal? like more complex stuff. Something like painting flowing water on a surface, and other tips and tricks related to it.

  • @yearight1205
    @yearight1205 2 місяці тому

    Now quick question, for Landscape material painting with multiple different types of textures (grass, sand, rock, etc), any chance you know how to create displacement with the texture variation node without it looking jarring? Because that would be great. That was the problem I left off on.

  • @Fafmagic
    @Fafmagic 2 місяці тому

    Good information. Especially the normal problem. Not being able to control the displacement strength via nodes is a mad decision. Hope that is added to the next version.

    • @kazioo2
      @kazioo2 2 місяці тому

      I'm not sure if I remember correctly but I think they said something at GDC about technical reasons behind it, something like it shouldn't be changed dynamically due to how it works under the hood, so to parametrize it I guess you would need to do it on the texture. And its strength also directly affects performance, so it should be as low as possible. It's more like a possible maximum boundary to set once than actual strength. In the end it's always better to bake displacement in the mesh editor, if possible, than tessellate in real time.

    • @Nevetsieg
      @Nevetsieg 2 місяці тому

      Totally agress! The visual is getting better in UE, but the pipeline is getting weirder, they make everything so complex to follow.

    • @QuakeProBro
      @QuakeProBro 2 місяці тому

      Well you could just set your maximum displacement in the material and then use either a lerp or a multiply to adjust the displacement texture/noise directly, which should be the exact same as with the classic displacement from UE4.

    • @Nevetsieg
      @Nevetsieg 2 місяці тому

      ​@@QuakeProBro BTW the max displacement will scale with the object. This means different scaled object will not share the same displacment setting. Typical example is when you apply the same material to rock and the landscape, the displacement of landscape will be suprizingly bigger than on rock (landscape is 100x scaled by default).

    • @QuakeProBro
      @QuakeProBro 2 місяці тому

      @@Nevetsieg Yeah that puts me off all the time, since you would think that a value of 1 is equal to one unreal unite (1 cm). The inconsistency and the super inconvenient way of enabeling the feature in the first place is super weird.

  • @Bashyb
    @Bashyb 2 місяці тому

    Does path tracing work with this?

  • @mrburns366
    @mrburns366 2 місяці тому +1

    I thought normal maps were to make a flat surface look detailed.. Could someone explain why you need normal maps at all if geometry detail is there?

    • @NihilsticFeeling
      @NihilsticFeeling Місяць тому

      lighting direction. normals maps are basically just emulating the direction the light is hitting it at. and this is emulating the geometry.. but its just that, emulation, so you still have to emulate the directions of the lights. with an actual modeled mesh, there is heavier computations going on for the lighting. with this it kind of skips those, so you still need the normals to tell it where the light should be. since its a more direct value based approach, its lighter, because the render isnt having to out the values itself in real time. (at least form what ive gathered )

  • @wewantmoreparty
    @wewantmoreparty 2 місяці тому

    Could this be done on a metahuman?

  • @عععع-د3ب
    @عععع-د3ب 2 місяці тому

    I hope you make a lesson on the subject of the currency system. I'm working on a game like Subway, but the money that the player collects must be used to buy things. The problem is that I searched UA-cam and didn't find a lesson on this subject, nor a project that was stopped because of this. I mean, if the player collects a coin, he must buy something like
    characters or something else, but there is no explanation...😢😢❤