Master Nanite Tessellation in UE 5.3! Unreal Engine Tutorial for beginners | @defonten

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  • Опубліковано 18 гру 2024

КОМЕНТАРІ • 103

  • @bendvfx
    @bendvfx 8 місяців тому +3

    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 🙏

    • @defonten
      @defonten  8 місяців тому +1

      Glad it was helpful!

    • @vicromaker7692
      @vicromaker7692 8 місяців тому +2

      absolutely agree - cheers!

  • @vicromaker7692
    @vicromaker7692 8 місяців тому +4

    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!

  • @Reflective-Matter
    @Reflective-Matter 8 місяців тому +1

    Extremely good video

    • @defonten
      @defonten  8 місяців тому +1

      Glad you enjoyed it! :)

  • @wassimharzli336
    @wassimharzli336 Рік тому +8

    that Turkish dude singing saying nanite caught me off-guard xD

    • @defonten
      @defonten  Рік тому

      Azerbaijani dude actually 😊 But anyway - yeah he’s a true Master! 😍

    • @Kutsalkosele
      @Kutsalkosele 8 місяців тому

      @@defonten I come by occasionally and watch her

  • @Shinobubu
    @Shinobubu 10 місяців тому

    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)

  • @samwouldyoukindly5244
    @samwouldyoukindly5244 Рік тому +5

    That indian accent was priceless lol

  • @AIHardRock
    @AIHardRock 4 місяці тому

    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.

  • @joferie21
    @joferie21 24 дні тому

    can i do this with more then one meterial add one

  • @JosephH-n2b
    @JosephH-n2b 2 місяці тому

    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

  • @Sworn973
    @Sworn973 9 місяців тому

    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

  • @pedronogueira21
    @pedronogueira21 7 місяців тому

    Works perfectly, tx!

  • @johandiaz4982
    @johandiaz4982 5 місяців тому +2

    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. :(

    • @aravindstark1914
      @aravindstark1914 Місяць тому +1

      same issue iam also facing, did u find any solution ? pls reply😢

    • @johandiaz4982
      @johandiaz4982 Місяць тому +1

      @aravindstark1914 unfortunately it is because I'm using a AMD graphics card and that feature works with NVIDIA only.

    • @aravindstark1914
      @aravindstark1914 Місяць тому

      @@johandiaz4982 Okay, thanks for the reply

  • @shindaakun3942
    @shindaakun3942 6 місяців тому

    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

  • @chumcool
    @chumcool 10 місяців тому

    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...

    • @MichaelStano-rw1tt
      @MichaelStano-rw1tt 10 місяців тому

      Maybe he forgot to put the =
      Try this one
      r.Nanite.AllowTessellation=1
      r.Nanite.Tessellation=1

    • @smfknj6010
      @smfknj6010 9 місяців тому

      Fixed it. Thanks
      @@MichaelStano-rw1tt

    • @argentdigital
      @argentdigital 4 місяці тому

      @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.

  • @AvB.83
    @AvB.83 10 місяців тому +2

    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...

    • @Raiii_uwu
      @Raiii_uwu 8 місяців тому

      The same thing happens to me, did you solve it? :c

    • @astrelune2778
      @astrelune2778 8 місяців тому

      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...

  • @KaAl-y4q
    @KaAl-y4q Рік тому +2

    Hi, i get an error when using this command "r.Nanite.AllowTessellation 1"
    Error: r.Nanite.AllowTessellation is read only!

    • @defonten
      @defonten  Рік тому +1

      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.

  • @solla3106
    @solla3106 8 місяців тому

    OMG~!! very very thanks!! wow!wow!!!! you save me!!

    • @defonten
      @defonten  8 місяців тому

      Glad it helped!

  • @parim690
    @parim690 Рік тому +2

    Great video!

    • @defonten
      @defonten  Рік тому +1

      Thank you! 😊

    • @parim690
      @parim690 Рік тому +1

      @@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. :)

    • @defonten
      @defonten  Рік тому

      Oh I really appreaciate your words! Thank you very much!

  • @camerontraer3136
    @camerontraer3136 7 місяців тому

    I followed everything in this video exact, even the same material from quixl, and still nothing!

  • @thedoctor5478
    @thedoctor5478 10 місяців тому

    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?

  • @Саша-з4п2к
    @Саша-з4п2к 2 місяці тому

    It looks spiky and has many steps artifacts when camera close to landscape. Do You have any solutions to smooth it?

    • @defonten
      @defonten  2 місяці тому

      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.

    • @Саша-з4п2к
      @Саша-з4п2к 2 місяці тому

      @@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.

  • @Hyzoka1
    @Hyzoka1 Рік тому +2

    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 :(

    • @defonten
      @defonten  Рік тому +1

      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!

    • @turalmemmedov3648
      @turalmemmedov3648 Рік тому

      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 ))

    • @defonten
      @defonten  Рік тому +1

      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 ;)

    • @turalmemmedov3648
      @turalmemmedov3648 Рік тому

      @@defonten Yeahh, it really would be cool. Missing displacement from material blending really limited tons of opportunities. Really happy, finally this feathure comes back ))

    • @Hyzoka1
      @Hyzoka1 Рік тому

      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

  • @IamNeighborlee
    @IamNeighborlee 7 місяців тому

    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.

    • @defonten
      @defonten  7 місяців тому +1

      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.

  • @YazdaniPlays
    @YazdaniPlays 8 місяців тому

    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?

    • @defonten
      @defonten  8 місяців тому

      No no as far as I remember you don’t need to pre-subdivide it in Blender - you can tweak Tessellation in UE directly.

  • @TheClaudiusCaesar
    @TheClaudiusCaesar Рік тому

    I came for the Nanite, I stayed for the music. 😅

  • @BlackUniverseProductions
    @BlackUniverseProductions Рік тому +1

    Do you know if Tessellation is usable for Pathtracer, i saw someone do it but i don't understand how

    • @defonten
      @defonten  Рік тому

      Yes I have Path Tracing turned on in Project settings and tessellation works perfectly fine.

    • @BlackUniverseProductions
      @BlackUniverseProductions Рік тому

      ​​@@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

    • @defonten
      @defonten  Рік тому

      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 :)

    • @BlackUniverseProductions
      @BlackUniverseProductions Рік тому

      @@defonten OK thanks for the clarification, if I get figured it out I will tell you

  • @johnfr2389
    @johnfr2389 Рік тому +2

    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?

    • @defonten
      @defonten  Рік тому +3

      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.

  • @StianF
    @StianF Рік тому

    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?

    • @defonten
      @defonten  Рік тому

      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.

  • @Arch.Ali.Furkan
    @Arch.Ali.Furkan 10 місяців тому

    The song:
    Dostuma dar günde na nay nay

  • @leko4
    @leko4 6 місяців тому

    this needs an update for UE5.4!

  • @sudikshasharma7588
    @sudikshasharma7588 5 місяців тому

    BEST!!!!

  • @musiczen7359
    @musiczen7359 Рік тому

    Do you know when they will get Nanite Tessellation/Displacement working with Landscape Spline Meshes?

  • @randomfootages9120
    @randomfootages9120 Рік тому

    sarrr greattt vediyooo hahahaah bro your indian accent was really amazing lol

  • @IndianCitizen04
    @IndianCitizen04 Рік тому

    Many Many Thanks.

  • @mabohox
    @mabohox Рік тому

    Many thanks 😊

  • @jacobacostamasterscribe2200

    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?

    • @nicolasmecaj
      @nicolasmecaj Рік тому +1

      Restarting Unreal after saving the .r variables in the config file should be enough to get displacement I think

    • @MichaelStano-rw1tt
      @MichaelStano-rw1tt 10 місяців тому

      Maybe he forgot to put the =
      Try this one
      r.Nanite.AllowTessellation=1
      r.Nanite.Tessellation=1

    • @MichaelStano-rw1tt
      @MichaelStano-rw1tt 10 місяців тому +1

      Maybe he forgot to put the =
      Try this
      r.Nanite.AllowTessellation=1
      r.Nanite.Tessellation=1

  • @ja.consultoria4.0
    @ja.consultoria4.0 Рік тому +2

    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.

    • @Shinobubu
      @Shinobubu 10 місяців тому

      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)

  • @elnurmehdiyev5062
    @elnurmehdiyev5062 8 місяців тому

    Some Azerbaijani Meyhana, NICE!

  • @gamingentertainment4025
    @gamingentertainment4025 Рік тому +1

    not work work 5.3.1 any idea why

    • @MirabelOther
      @MirabelOther Рік тому +1

      +1 =((

    • @Depin_verse
      @Depin_verse Рік тому

      same here I will trt Virtual Heightfield Mesh instead @@MirabelOther

  • @emrahcoban4488
    @emrahcoban4488 11 місяців тому

    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.

    • @defonten
      @defonten  11 місяців тому

      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 :)

    • @emrahcoban4488
      @emrahcoban4488 11 місяців тому

      @@defonten Tell me you're Azeri! Vay gardaşım :) Insta subbed!

    • @defonten
      @defonten  11 місяців тому +1

      Yes I am bro! 😊 Thanks a lot! 👍

  • @Belarus9000
    @Belarus9000 Рік тому

    Why blue is displacemenet? why not mettlic?

    • @bartlomiejkozik3743
      @bartlomiejkozik3743 Рік тому +2

      Its a ORD packed map which means that, O - Red stands for oclussion/ R - Green stands for roughness/ D - Blue stands for displacement

    • @Belarus9000
      @Belarus9000 Рік тому

      If i use displacement in alpha chanel, i connect alpha, right?

  • @marekbarski3708
    @marekbarski3708 10 місяців тому

    for me dont work after pakeging

  • @leopolldo007
    @leopolldo007 Рік тому

    Nanite in landscape is bad for performance. Nice video.👍

    • @defonten
      @defonten  Рік тому +3

      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).

  • @Punisher1992
    @Punisher1992 Рік тому

    my meshes disappear after activating nanite with displace

    • @defonten
      @defonten  Рік тому

      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?

    • @Punisher1992
      @Punisher1992 Рік тому

      @@defonten i tested it on a sphere with nanite enabled, maybe its because i used substrate first in that project.

  • @gamingentertainment4025
    @gamingentertainment4025 Рік тому

    when invisible landscape applied material

    • @defonten
      @defonten  Рік тому +1

      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.

  • @aufgespielt3768
    @aufgespielt3768 3 місяці тому

    In ervery Video the Displacement looks stunning. but in my case, the texture are crazy ugly

    • @defonten
      @defonten  3 місяці тому

      Try megascans textures - they're all of best quality ranging from 2K up to 8K :)