By far the best, shortest, most detailed and most tweaked UA-cam video about Nanite in UE 5.3, Thank you for such a complete and short tutorial. Helped a lot 🙏
Not sure if it was mentioned, but when creating the rectangle, make sure the subdivsions for width and height are changed from 1 to something like 100. Otherwise your rectangle will only have 4 vertices and when you displace it, it will appear to not work (the entire rectangle is displaced since the only verts are in the corners). Cheers!
I LOVE this feature. I can still use my optimized modeling workflow while still taking advantage of nanite. also I kept my displacement center to 0.5 and used some math tomfoolery to maintain that 0.5 grey center offset ( subtract 0.5, multiply the input map to the new factor then re-add the 0.5 ) Also this only works if the displacement magnitude is 1.0 and using your own custom multiply float as your tuneable multiplier)
how the heck do you increase the amount of polys within tessellation option now? I put displacment map, it works half way, but no extra vertex or polys entering cause there is no real tessellation option anymore. At least for me and this 5.3 version.
mine doesnt work I tried discord to post images but links bad. I have everything marked and added to my ini even did the console commands . made sure i enabled nanite on mesh even subdivided like 4 times still nothing. using 5.3
It is pretty good, would be perfect if you had added noise before the final material for random generation stead of repeating Nanite 6:22 show it quite clearly
I don't know what is hapenning but everytime I check the box "Enable Tessellation" to get the displacement available and enable Nanite to the mesh at the same time, my mesh just dissapear. If I don't convert the mesh to Nanite it appears but the displacement doesn't work. I did the same way as you with the commands and the engine file but it keeps happening to me. :(
@chumcool I had the same issue, fixed it though! Click on the material node (the big node you're wanting to connect to), then in the details panel on the left, search for "nanite", select "enable tessellation" and you should now see the Displacement tab.
From a bit of research, there seems to be a big problem with nanite tessellation on AMD GPUs... can any fellow AMD users confirm that? Because what's happening to me seems to be the default: The mesh just disappears entirely. No matter what you plug into the displacement node, the mesh is gone. Lit, unlit, wireframe, nothing is there. The collision is still there, and in Lumen overview, geometry normals, reflection view, lumen scene, all is good but otherwise, it's gone...
Same problem here. Recently, AMD says to me that my problem is "too specific" and that I have to ask to Unreal Engine support directly. I tried to contact them, but I'm not a company... ? And for now I don't know where to ask...
Try looking here - forums.unrealengine.com/t/nanite-tessellation-in-ue-5-3/1198899 - one of users suggests a solution to this issue. Basically yeah some people do experience this same probem as yours, maybe it's AMD card that doesn't like something, with nvidia situation should be better. Also please bare in mind that this feature is still in development and even devs say to not use it for now (tessellation wasn't officially announced yet in ue) - so some amount of bugs are expected.
I want to make life-size planets for a space game. It's still not clear to me if it's possible without using something like worldscape plugin or voxels. Could you make it happen?
To be honest I never experienced any prominent issues similar to what you've described. If the source displacement texture is high-quality enough it should work just fine. Try using megascans textures as they're proven to be very high quality.
@@defonten I used megascan textures. The funny thing is that if i use low resolution displacement map (1k) displacement looks much smoother and without that steppy/spiky shit. Also i used vector displacement texture compression for that texture (1k) cause without this type of compression it also has artifacts.
Check if you spell those commands correctly in .ini file as well as in console inside of UE. That’s very common mistake for example to write “Tessellation” either with one S or with one L etc. it just should work!
Hi qardash ))). Does it work on for example sphere mesh? All videos show plane and landscape meshes. In ue4 we used vertex normal node to give correct displacement direction. Since it uses nanite mesh now without actual mesh vertex, is it possible to use this feature on for example house walls? I mean non up directional objects. I cant update ue right now, so if you can confirm this, it would be awesome. And thank you for video ))
Hey Tural :)I didn’t try it on spherical objects but I think it should work absolutely the same way. And of course it works in all direction so you can easily push details on walls and similar vertically oriented objects, so try it and have fun ;)
@@defonten Yeahh, it really would be cool. Missing displacement from material blending really limited tons of opportunities. Really happy, finally this feathure comes back ))
Spell was ok, displacement is in some materials, but not in my Landscape Material I created, maybe you know how to activate it in a created landscate material?@@defonten
Does naniate yet support massive/large terrains, if not this will be a waste of time for me. Great video ty for keeping it as short as possible while clear.
Hey, i want to ask something. For example i import a plane from blender to unreal engine without any subdivision, will it still work? or i need to subdivide the plane couple of times to make it work?
@@defontenI will do your tutorial again maybe I skipped something, but I mean using Pathtracer with the Deformation Material you used. Would you may be so kind and try to go into Pathtracer in the viewport and see if you can still see the Deformation or if the plane is flat
Ah sorry I actually thought you just asking whether I have path tracing enabled in project settings or not. Sorry for confusion. So I tried switching to Pathtracer in viewport and yes - unfortunately it gets flat. Maybe there is a way how to do make it work with pathtracing enabled but I never tried it to be honest :)
Unfortunately no and it's "by design" actually. The Tessellation feature is absolutely fake by its nature otherwise it would be too performance heavy I guess. As a workaround you can do the trick I show on 7:38 by pushing the highest peaks down a bit so the character's feet (or vehicle wheels in your case) wouldn't penetrate some rocks too much. The downside of this approach though is that there might be cases when your character or vehicle might be levitating/floating above the ground a bit. But that can be solved by proper textures you author - not letting deepest low level areas to take too much space.
This was great until "Enable Nanite".. What does that do? I'm trying to have tessellation for my runtime-generated meshes, but I don't think I'm able to activate "Nanite" on them. What is the process behind "Enable Nanite"? I assume it adds a shitload of vertices to the plane, but is it automatic, or does that plane specifically support it, and does it happen compile-time or run-time?
Sorry man I’m not sure what’s going on under the hood there exactly when you trigger “enable nanite” but I would definitely refrain from using nanite Tessellation for production - that’s smth that ue devs say all the time too. This feature is not production ready yet. When it will be - all the needed parameters and functions will be most probably exposed to us to use even at runtime.
I don’t see the displacement option on basically the first step. I only have like 4 hours in unreal so pardon the ignorance, but what would the issue be?
Followed the steps precisely. Didn't work. The options are there but no changes in visual. Also, those commands are read only, but they're already set as 1.
This happened to me too. so I did the usual (update graphics drivers, and then set my displacement magnitude to 0 and increase it slightly to see any changes happening)
That song in the beginning is a Turkish song (I know, am Turk) but I have no idea whose or what the hell that is lol. It goes something along the lines of 'to your friend whose going through hard times nanay nanay' (Nanay means either 'none' 'nothing left' or 'the act of fucking' so either way that is an absurd song) Also, I have no idea why I needed to explain all these but hey.
Yes! The only correction is that it’s actually Azeri song in famous Meykhana style (however it can be considered Turk as well) and Nanay Nanay here means basically just simple melodic sounds similar to La La La people do when they don’t know the words of a song :)
Thanks! :) Currently yes, but if implemented (finalized) properly it shouldn't be much of a performance hit since tessellation is also LODable (by distance radius around player for example).
Maybe it does actually work but the effect is so intensive that it just pushes pixels kilometers away. Did you try zooming out or pressing F key while having your terrain selected to make sure?
Yeah unfortunately there is this issue on some GPUs, and it looks like we can;t do much about it for now at least. Please bare in mind that this feature is still in development and even devs say to not use it for now (tessellation wasn't officially announced yet in ue) - so some amount of bugs are expected. Ilet's hope they will fix it soon.
By far the best, shortest, most detailed and most tweaked UA-cam video about Nanite in UE 5.3, Thank you for such a complete and short tutorial. Helped a lot 🙏
Glad it was helpful!
absolutely agree - cheers!
Not sure if it was mentioned, but when creating the rectangle, make sure the subdivsions for width and height are changed from 1 to something like 100. Otherwise your rectangle will only have 4 vertices and when you displace it, it will appear to not work (the entire rectangle is displaced since the only verts are in the corners). Cheers!
Extremely good video
Glad you enjoyed it! :)
that Turkish dude singing saying nanite caught me off-guard xD
Azerbaijani dude actually 😊 But anyway - yeah he’s a true Master! 😍
@@defonten I come by occasionally and watch her
I LOVE this feature. I can still use my optimized modeling workflow while still taking advantage of nanite. also I kept my displacement center to 0.5 and used some math tomfoolery to maintain that 0.5 grey center offset ( subtract 0.5, multiply the input map to the new factor then re-add the 0.5 ) Also this only works if the displacement magnitude is 1.0 and using your own custom multiply float as your tuneable multiplier)
That indian accent was priceless lol
how the heck do you increase the amount of polys within tessellation option now? I put displacment map, it works half way, but no extra vertex or polys entering cause there is no real tessellation option anymore. At least for me and this 5.3 version.
can i do this with more then one meterial add one
mine doesnt work I tried discord to post images but links bad. I have everything marked and added to my ini even did the console commands . made sure i enabled nanite on mesh even subdivided like 4 times still nothing. using 5.3
It is pretty good, would be perfect if you had added noise before the final material for random generation stead of repeating Nanite 6:22 show it quite clearly
Works perfectly, tx!
I don't know what is hapenning but everytime I check the box "Enable Tessellation" to get the displacement available and enable Nanite to the mesh at the same time, my mesh just dissapear. If I don't convert the mesh to Nanite it appears but the displacement doesn't work. I did the same way as you with the commands and the engine file but it keeps happening to me. :(
same issue iam also facing, did u find any solution ? pls reply😢
@aravindstark1914 unfortunately it is because I'm using a AMD graphics card and that feature works with NVIDIA only.
@@johandiaz4982 Okay, thanks for the reply
Hi ! When I put the texture on my object/landscape, it disappears and I no longer see anything, any solution? I see it again when I remove the Nanite
1:43 There is no Displacement tab for me to connect the Blue Channel of the Texture Sample to... Followed everything to a T up to that point...
Maybe he forgot to put the =
Try this one
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
Fixed it. Thanks
@@MichaelStano-rw1tt
@chumcool I had the same issue, fixed it though!
Click on the material node (the big node you're wanting to connect to), then in the details panel on the left, search for "nanite", select "enable tessellation" and you should now see the Displacement tab.
From a bit of research, there seems to be a big problem with nanite tessellation on AMD GPUs... can any fellow AMD users confirm that? Because what's happening to me seems to be the default: The mesh just disappears entirely. No matter what you plug into the displacement node, the mesh is gone. Lit, unlit, wireframe, nothing is there. The collision is still there, and in Lumen overview, geometry normals, reflection view, lumen scene, all is good but otherwise, it's gone...
The same thing happens to me, did you solve it? :c
Same problem here. Recently, AMD says to me that my problem is "too specific" and that I have to ask to Unreal Engine support directly.
I tried to contact them, but I'm not a company... ? And for now I don't know where to ask...
Hi, i get an error when using this command "r.Nanite.AllowTessellation 1"
Error: r.Nanite.AllowTessellation is read only!
Try looking here - forums.unrealengine.com/t/nanite-tessellation-in-ue-5-3/1198899 - one of users suggests a solution to this issue. Basically yeah some people do experience this same probem as yours, maybe it's AMD card that doesn't like something, with nvidia situation should be better. Also please bare in mind that this feature is still in development and even devs say to not use it for now (tessellation wasn't officially announced yet in ue) - so some amount of bugs are expected.
OMG~!! very very thanks!! wow!wow!!!! you save me!!
Glad it helped!
Great video!
Thank you! 😊
@@defonten Even though I'm nowhere near UE, I still enjoyed watching the vid - it's both entertaining, and I could learn something from it. :)
Oh I really appreaciate your words! Thank you very much!
I followed everything in this video exact, even the same material from quixl, and still nothing!
I want to make life-size planets for a space game. It's still not clear to me if it's possible without using something like worldscape plugin or voxels. Could you make it happen?
It looks spiky and has many steps artifacts when camera close to landscape. Do You have any solutions to smooth it?
To be honest I never experienced any prominent issues similar to what you've described. If the source displacement texture is high-quality enough it should work just fine. Try using megascans textures as they're proven to be very high quality.
@@defonten I used megascan textures. The funny thing is that if i use low resolution displacement map (1k) displacement looks much smoother and without that steppy/spiky shit. Also i used vector displacement texture compression for that texture (1k) cause without this type of compression it also has artifacts.
Not working for me, verision 5.3.1, I add the command to the file and save and restart engine and displacement option is nowhere :(
Check if you spell those commands correctly in .ini file as well as in console inside of UE. That’s very common mistake for example to write “Tessellation” either with one S or with one L etc. it just should work!
Hi qardash ))). Does it work on for example sphere mesh? All videos show plane and landscape meshes. In ue4 we used vertex normal node to give correct displacement direction. Since it uses nanite mesh now without actual mesh vertex, is it possible to use this feature on for example house walls? I mean non up directional objects. I cant update ue right now, so if you can confirm this, it would be awesome. And thank you for video ))
Hey Tural :)I didn’t try it on spherical objects but I think it should work absolutely the same way. And of course it works in all direction so you can easily push details on walls and similar vertically oriented objects, so try it and have fun ;)
@@defonten Yeahh, it really would be cool. Missing displacement from material blending really limited tons of opportunities. Really happy, finally this feathure comes back ))
Spell was ok, displacement is in some materials, but not in my Landscape Material I created, maybe you know how to activate it in a created landscate material?@@defonten
Does naniate yet support massive/large terrains, if not this will be a waste of time for me. Great video ty for keeping it as short as possible while clear.
I'm glad you like it, thank you too :) Yeah on 6:06 I show how to do it on large scale patches of terrain - I didn't test it on a larger scale though.
Hey, i want to ask something. For example i import a plane from blender to unreal engine without any subdivision, will it still work? or i need to subdivide the plane couple of times to make it work?
No no as far as I remember you don’t need to pre-subdivide it in Blender - you can tweak Tessellation in UE directly.
I came for the Nanite, I stayed for the music. 😅
Do you know if Tessellation is usable for Pathtracer, i saw someone do it but i don't understand how
Yes I have Path Tracing turned on in Project settings and tessellation works perfectly fine.
@@defontenI will do your tutorial again maybe I skipped something, but I mean using Pathtracer with the Deformation Material you used.
Would you may be so kind and try to go into Pathtracer in the viewport and see if you can still see the Deformation or if the plane is flat
Ah sorry I actually thought you just asking whether I have path tracing enabled in project settings or not. Sorry for confusion. So I tried switching to Pathtracer in viewport and yes - unfortunately it gets flat. Maybe there is a way how to do make it work with pathtracing enabled but I never tried it to be honest :)
@@defonten OK thanks for the clarification, if I get figured it out I will tell you
Is the collision mesh also tessellated? Would that work as a technique for a tank game where tanks create deep tracks on mud and snow terrain?
Unfortunately no and it's "by design" actually. The Tessellation feature is absolutely fake by its nature otherwise it would be too performance heavy I guess. As a workaround you can do the trick I show on 7:38 by pushing the highest peaks down a bit so the character's feet (or vehicle wheels in your case) wouldn't penetrate some rocks too much. The downside of this approach though is that there might be cases when your character or vehicle might be levitating/floating above the ground a bit. But that can be solved by proper textures you author - not letting deepest low level areas to take too much space.
This was great until "Enable Nanite".. What does that do? I'm trying to have tessellation for my runtime-generated meshes, but I don't think I'm able to activate "Nanite" on them. What is the process behind "Enable Nanite"? I assume it adds a shitload of vertices to the plane, but is it automatic, or does that plane specifically support it, and does it happen compile-time or run-time?
Sorry man I’m not sure what’s going on under the hood there exactly when you trigger “enable nanite” but I would definitely refrain from using nanite Tessellation for production - that’s smth that ue devs say all the time too. This feature is not production ready yet. When it will be - all the needed parameters and functions will be most probably exposed to us to use even at runtime.
The song:
Dostuma dar günde na nay nay
this needs an update for UE5.4!
BEST!!!!
Do you know when they will get Nanite Tessellation/Displacement working with Landscape Spline Meshes?
Sorry man, no idea
sarrr greattt vediyooo hahahaah bro your indian accent was really amazing lol
Hehe thank you :)
Many Many Thanks.
You're very welcome!
Many thanks 😊
You're welcome 😊
I don’t see the displacement option on basically the first step. I only have like 4 hours in unreal so pardon the ignorance, but what would the issue be?
Restarting Unreal after saving the .r variables in the config file should be enough to get displacement I think
Maybe he forgot to put the =
Try this one
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
Maybe he forgot to put the =
Try this
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
Followed the steps precisely. Didn't work. The options are there but no changes in visual. Also, those commands are read only, but they're already set as 1.
This happened to me too. so I did the usual (update graphics drivers, and then set my displacement magnitude to 0 and increase it slightly to see any changes happening)
Some Azerbaijani Meyhana, NICE!
not work work 5.3.1 any idea why
+1 =((
same here I will trt Virtual Heightfield Mesh instead @@MirabelOther
That song in the beginning is a Turkish song (I know, am Turk) but I have no idea whose or what the hell that is lol. It goes something along the lines of 'to your friend whose going through hard times nanay nanay' (Nanay means either 'none' 'nothing left' or 'the act of fucking' so either way that is an absurd song) Also, I have no idea why I needed to explain all these but hey.
Yes! The only correction is that it’s actually Azeri song in famous Meykhana style (however it can be considered Turk as well) and Nanay Nanay here means basically just simple melodic sounds similar to La La La people do when they don’t know the words of a song :)
@@defonten Tell me you're Azeri! Vay gardaşım :) Insta subbed!
Yes I am bro! 😊 Thanks a lot! 👍
Why blue is displacemenet? why not mettlic?
Its a ORD packed map which means that, O - Red stands for oclussion/ R - Green stands for roughness/ D - Blue stands for displacement
If i use displacement in alpha chanel, i connect alpha, right?
for me dont work after pakeging
Nanite in landscape is bad for performance. Nice video.👍
Thanks! :) Currently yes, but if implemented (finalized) properly it shouldn't be much of a performance hit since tessellation is also LODable (by distance radius around player for example).
my meshes disappear after activating nanite with displace
Maybe it does actually work but the effect is so intensive that it just pushes pixels kilometers away. Did you try zooming out or pressing F key while having your terrain selected to make sure?
@@defonten i tested it on a sphere with nanite enabled, maybe its because i used substrate first in that project.
when invisible landscape applied material
Yeah unfortunately there is this issue on some GPUs, and it looks like we can;t do much about it for now at least. Please bare in mind that this feature is still in development and even devs say to not use it for now (tessellation wasn't officially announced yet in ue) - so some amount of bugs are expected. Ilet's hope they will fix it soon.
In ervery Video the Displacement looks stunning. but in my case, the texture are crazy ugly
Try megascans textures - they're all of best quality ranging from 2K up to 8K :)