imagine this with footstep textures. A super powerful character walking that cracks the ground as they walk is gonna look so cool with stuff like this.
Haha. Yeah very doable to be fair. Only thing to do is to sample each layers Displacement and make a render target around the target and displace the area where the character walks
Can you create a tutorial covering landscape painting with displacement? I followed a few other tutorials where they used ORD maps instead of an individual displacement map but I couldn't get it working despite setting it all up correctly as far as I can tell.
Hehe. Nice. My main pointer would be that you might struggle with nanite Displacement turned on for a massive landscape like that. Perhaps 5.5 can cope with it.
I would say you loose too much detail without a normal map but I think it really depends on the application. I recommend no normal map if used for stylized environments for example 👍
I managed to get this working with two layers and it's looking pretty good, but how can I add a third layer while being able to adjust the slope angle between all 3?
You need to create a logic at which point the third layer over powers either both other layers or just one. This would follow the same basic principles of slopes and lerping. At 3 layers I would recommend switching to a more traditional landscape material.
@@ArghanionsPuzzlebox I guess I'll try to create a traditional landscape material with tessellation enabled then. I think I'm going to take a break from tutorials and try to learn more about how blueprints work first. Thanks!!
I've been fiddling around on this for about 2-3 hours and this is my second tutorial and I still cannot get it to function, even noticed your comment about not utilising the r.Nanite.AllowTessellation=1 r.Nanite.Tessellation=1 add on in the settings.ini, but good lord, I am so confused as to how it just will not function at all for me? Very strange. Not sure if the update that just happened the 5.5.1 update added a bug or I'm just doing something wildly wrong?
((EDIT)) Just rechecking everything and the main issue is, in Details, there is no Nanite option coming up for me to rebuild the landscape, not sure why? when I go into the Material Graph and enable nanite tesselation and plug in the normal, roughness, displacement maps into the correct slots, still nothing appears in details. Any ideas? Sincerely appreciate the reply, I'm extremely new to UE so not 100% on what that means, (I got an explanation off CHATGPT) but as far as I know I'm following every step accurately and I'm just trying to get it functional on the default cube, I'll be trying again tomorrow. Thanks again for the reply, apologies I am a complete n00b but trying my best haha
@@ArghanionsPuzzlebox I found the solution, for some reason the Nanite Option wasn't coming up in my Details menu, but when I went into the Static Mesh of the Cube and Enabled Nanite Support, it worked, wondering why I would have to do that to every Mesh though and not have a Nanite menu? I have the Nanite Tesselation Plug-in turned on? Either way happy I got it working haha
You can edit multiple meshes via an Edit Matrix so just select multiple assets - right click and go o Edit Propery matrix. I did not know you were doing nanite displacement on a mesh - my tutorial is for landscape which is somewhat different.
Again, thank you for the reply, greatly appreciated! Awh so sorry! I should have explained better, I assumed Landscapes/Cubes/Plains was the same sort of thing, my bad. Thanks so much for the information though about the Matrix stuff, gonna try it out today, hugely helpful. Thank you.
I realized after I finished the video and posted it that I did not do a FPS Comparison. But just as a basic benchmark - on a 4090 UE 5.3 runs the Worldforge landscape at 28 - 30 fps but on UE 5.5 it runs at 55+
@@ArghanionsPuzzlebox I have an RX 580. In Unreal, tessellation and Nanite make objects invisible, and I don't know what the problem is. I modified the Tessellation Mode in the AMD Adrenalin options to "Use Application Settings," but it didn't resolve the issue.
It's just because the shadow cache doesn't get invalidated when you change the displacement, so it's using the old shadow calculations for the new shape. I guess you'd have to invalidate it manually if you changed the displacement at runtime, like when people make trail/footprint systems
@@hellomistershifty There's a bug that found its way into UE5.4 (you don't see it in 5.3). When nanite is used with lumen for some reason Epic in their wisdom choose to use the nanite fallback mesh for shadows which has a particular look. And that is what I was seeing in the video not the old shadow calculations. But it looks like it is not quite fixed in 5.5 yet either.
Looks like It's STILL doesn't work on AMD cards. It's been two major updates, and It's still doesn't work. That's ridicules. Why they even bother to implement this feature if it not gonna run on consoles and PC's with AMD...
I might be mistaken (I don't have an AMD card - got a 4090) but are you sure this isn't just an issue with the console commands being enabled, ini edited, SM6 being turned on and Nanite enabled for the Landscape? (console commands / ini files don't need to be done anymore in 5.5) Please join my Discord Server and we can take a look together.
Link to my Patreon Projects - Including World Forge and Cloud Forge: www.patreon.com/c/arghanionspuzzlebox
imagine this with footstep textures. A super powerful character walking that cracks the ground as they walk is gonna look so cool with stuff like this.
Haha. Yeah very doable to be fair. Only thing to do is to sample each layers Displacement and make a render target around the target and displace the area where the character walks
@@ArghanionsPuzzlebox You should totally do a follow up tutorial covering this
This is crazy 😮. Thx bro, but i am still waiting for day and nights sequence with moon phases in ue5.5 😊
Thanks for watching
Can you create a tutorial covering landscape painting with displacement? I followed a few other tutorials where they used ORD maps instead of an individual displacement map but I couldn't get it working despite setting it all up correctly as far as I can tell.
Have you managed to get this to go on large terrains?
Yes, my worldforge is running on massive landscapes. Will post benchmarks in the near future.
@@ArghanionsPuzzlebox i have a gtx 1070 ti oc and it works on 8km x 8 km landscape. Finally without crashing!!!
Hehe. Nice. My main pointer would be that you might struggle with nanite Displacement turned on for a massive landscape like that. Perhaps 5.5 can cope with it.
Thanks for this one. Its quite clear. Would you say its good to not use normal maps for terrain if the displacement is detailed enough?
I would say you loose too much detail without a normal map but I think it really depends on the application. I recommend no normal map if used for stylized environments for example 👍
I managed to get this working with two layers and it's looking pretty good, but how can I add a third layer while being able to adjust the slope angle between all 3?
You need to create a logic at which point the third layer over powers either both other layers or just one. This would follow the same basic principles of slopes and lerping. At 3 layers I would recommend switching to a more traditional landscape material.
@@ArghanionsPuzzlebox I guess I'll try to create a traditional landscape material with tessellation enabled then. I think I'm going to take a break from tutorials and try to learn more about how blueprints work first. Thanks!!
does this work with path tracing? or only lumen.
Unfortunately it wont work with pathtracing for now.
Thanks 👍
Does nanite tessellation work with path tracer?
Unfortunately it does not. Not sure if they will support it in the future.
I've been fiddling around on this for about 2-3 hours and this is my second tutorial and I still cannot get it to function, even noticed your comment about not utilising the r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1 add on in the settings.ini, but good lord, I am so confused as to how it just will not function at all for me? Very strange. Not sure if the update that just happened the 5.5.1 update added a bug or I'm just doing something wildly wrong?
Are you rebuilding your landscape?
((EDIT)) Just rechecking everything and the main issue is, in Details, there is no Nanite option coming up for me to rebuild the landscape, not sure why? when I go into the Material Graph and enable nanite tesselation and plug in the normal, roughness, displacement maps into the correct slots, still nothing appears in details. Any ideas?
Sincerely appreciate the reply, I'm extremely new to UE so not 100% on what that means, (I got an explanation off CHATGPT) but as far as I know I'm following every step accurately and I'm just trying to get it functional on the default cube, I'll be trying again tomorrow. Thanks again for the reply, apologies I am a complete n00b but trying my best haha
@@ArghanionsPuzzlebox I found the solution, for some reason the Nanite Option wasn't coming up in my Details menu, but when I went into the Static Mesh of the Cube and Enabled Nanite Support, it worked, wondering why I would have to do that to every Mesh though and not have a Nanite menu? I have the Nanite Tesselation Plug-in turned on? Either way happy I got it working haha
You can edit multiple meshes via an Edit Matrix so just select multiple assets - right click and go o Edit Propery matrix.
I did not know you were doing nanite displacement on a mesh - my tutorial is for landscape which is somewhat different.
Again, thank you for the reply, greatly appreciated! Awh so sorry! I should have explained better, I assumed Landscapes/Cubes/Plains was the same sort of thing, my bad. Thanks so much for the information though about the Matrix stuff, gonna try it out today, hugely helpful. Thank you.
it seems the layered brush for the landscape material not working?
This setup didn't use layers at all as I just lerped between materials.
I missed where you jumped from 5.3 to 5.5 and compared.
I realized after I finished the video and posted it that I did not do a FPS Comparison.
But just as a basic benchmark - on a 4090 UE 5.3 runs the Worldforge landscape at 28 - 30 fps but on UE 5.5 it runs at 55+
Hey, does tessellation not work on old AMD GPUs with DirectX 12?
Hi
It should do but I am not 100% sure. Not tested it on an old AMD - what card is it?
@@ArghanionsPuzzlebox I have an RX 580. In Unreal, tessellation and Nanite make objects invisible, and I don't know what the problem is. I modified the Tessellation Mode in the AMD Adrenalin options to "Use Application Settings," but it didn't resolve the issue.
And Epic still hasn't fixed lumen shadows with nanite enabled as I could see when you didn't have the alteration glitches.
Still needs work
It's just because the shadow cache doesn't get invalidated when you change the displacement, so it's using the old shadow calculations for the new shape. I guess you'd have to invalidate it manually if you changed the displacement at runtime, like when people make trail/footprint systems
@@hellomistershifty There's a bug that found its way into UE5.4 (you don't see it in 5.3). When nanite is used with lumen for some reason Epic in their wisdom choose to use the nanite fallback mesh for shadows which has a particular look. And that is what I was seeing in the video not the old shadow calculations. But it looks like it is not quite fixed in 5.5 yet either.
@@nemysisretrogaming3771 Oh that's really weird, haven't heard about that, my bad. I'll have to keep an eye out for it in the video
Looks like It's STILL doesn't work on AMD cards. It's been two major updates, and It's still doesn't work. That's ridicules. Why they even bother to implement this feature if it not gonna run on consoles and PC's with AMD...
I might be mistaken (I don't have an AMD card - got a 4090) but are you sure this isn't just an issue with the console commands being enabled, ini edited, SM6 being turned on and Nanite enabled for the Landscape? (console commands / ini files don't need to be done anymore in 5.5)
Please join my Discord Server and we can take a look together.