Nanite Tessellation & Displacement: UE 5.4 Step by Step Tutorial (any asset, not just landscapes)

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  • Опубліковано 24 бер 2024
  • Unreal Engine 5.4 brings us an amazing (experimental) new feature - we can now displace any geometry at will, and tweak it in realtime! Previously you could do it with landscapes, and it was not that tweakable. Lets see how we can use it in this video, where I walk you step by step through the admittedly wonky process of making it work.
    In the video i made a typo when editing .ini file, you will not need to re-enable it via console (everything else is the same); fixed lines to add to config:
    r.Nanite.AllowTessellation=1
    r.Nanite.Tessellation=1
    Like the video? Hit the thumbs up. Wanna see more? Subscribe. Want to support AAAAAA gemedev? Consider joining my patreon at / osong (this will help me increase the amount of "A" in the gemedev-tier ladder to infinity)
    Thanks for watching.
    Music: open.spotify.com/track/3018lp...
    my nothingburger twitter:
    / oossoonngg
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КОМЕНТАРІ • 92

  • @oossoonngg
    @oossoonngg  2 місяці тому +4

    In the video i made a typo when editing .ini file, you will not need to re-enable it via console (everything else is the same); fixed lines to add to config:
    r.Nanite.AllowTessellation=1
    r.Nanite.Tessellation=1
    A super quick example with revolved-type geometry with UVs: imgur.com/a/fkYdiGi
    help support the AAAAAAAAAAAAAAA gemedev (take that ubisoft) by joining my patreon www.patreon.com/osong
    Thanks for watching! Don't hesitate to leave a comment with suggestions and ideas.
    Music: open.spotify.com/track/3018lp7ePr6sm4HeGyKTzu?si=3528709587bc4845
    my anticlimactic twitter with zero cat videos: twitter.com/oossoonngg

  • @juneors
    @juneors 2 місяці тому +3

    about 4 years ago I was trying that in 3Ds Max and it works but the results wasn't good enough , now this is super time saver. I love it!!

  • @vanvelt
    @vanvelt 2 місяці тому +4

    Little Sidenote: CVARs have their syntax without "=". This is only for the ini.-file. If you're in the editor console type: r.Nanite.Tessellation 1

  • @norvsta
    @norvsta Місяць тому

    Thanks for the tut!

  • @ali.3d
    @ali.3d Місяць тому

    Great stuff 👌🏽

  • @LumocolorARTnr1319
    @LumocolorARTnr1319 Місяць тому

    Thanks! Good video! :)

  • @lummi_vfx
    @lummi_vfx 25 днів тому

    Thanks for the tutorial! How is this different from the Nanite Tessellation feature that we already had in 5.3? To me it looks like they just added another step to set it up with having to enable the plugin?

  • @CarTastic-fv6eo
    @CarTastic-fv6eo Місяць тому

    Does nanite displacement can be used with decals or at runtime for example as footsteps or terrain deformation from car tires?

  • @yearight1205
    @yearight1205 2 місяці тому

    What I want to know is how to make the Texture Variation node work with this. Because when I try and use it for Landscapes, it messes things up. Which is unfortunate since it gives a great random effect that if it did work would make landscapes look even better.

  • @Thinksee3d
    @Thinksee3d Місяць тому

    Found some good tips in this video. Any idea what the performance cost is versus just using normal maps? I guess for repeating textures across wide areas like floors and walls, this could be the answer since a lot less geometry is needed. The only worry is that when I made this work, and with regular object UV's, the GPU fans went full speed, and I noticed as you get further away from the object with tessalated displacement, you don't seem to see the usual level of Nanite triangle reduction in the visualiser view? Any thoughts?

    • @oossoonngg
      @oossoonngg  Місяць тому +1

      normals definitely faster than any of that, as your full speed fans suggested haha
      as for other things - needs extensive testing/evaluation. it is version 0.1beta after all

  • @ReapersTruth
    @ReapersTruth Місяць тому

    Thank you for this video! it's beautiful! Displacement is amazing all around, question would be if it works with AMD cards too

  • @adamplechaty
    @adamplechaty 12 днів тому

    Nice video! Ive been tinkering with this feature but cannot solve the issue of the displacement breaking at seams. How did you get around that?

    • @oossoonngg
      @oossoonngg  12 днів тому

      copy-paste from same Q:
      hey. make your assets with UVs in such a way that it can repeat textures seamlessly, or paint the displacement maps (in sbsP for example) that it does not go over seams
      i did a test with amphora-style pottery with megascans, UV so it perfectly wraps it, and it worked great imgur.com/a/fkYdiGi

  • @a.zoomika
    @a.zoomika 2 місяці тому +2

    Hi. Without a triplanar, tears appear on the UV seams. Do you know how to avoid this?

    • @oossoonngg
      @oossoonngg  2 місяці тому

      hey. make your assets with UVs in such a way that it can repeat textures seamlessly, or paint the displacement maps (in sbsP for example) that it does not go over seams
      i did a test with amphora-style pottery with megascans, UV so it perfectly wraps it, and it worked great imgur.com/a/fkYdiGi

  • @jessesirman955
    @jessesirman955 19 днів тому +1

    It was working then suddenly it wasn’t and now my nanite visualization and lumen visualization viewports don’t work anymore.

    • @oossoonngg
      @oossoonngg  15 днів тому

      5.4 is full of "surprises", both on mac and pc. i've been scrolling through forums (and posting problems as well), there is a lot of instability, let alone experimental features 🎆

  • @antonlasevich6785
    @antonlasevich6785 Місяць тому +2

    This was been in 5.3.2 already. For me this tessellation it's a just a joke because still in 5.4 version no any workaround for mesh holes when mesh has sharp edges or multiple materials.

  • @Q36BN
    @Q36BN Місяць тому

    What's the music at the end?

  • @RonnieMirands
    @RonnieMirands 2 місяці тому +1

    What do you think is the better resouces worklow: uses the pure geometry as nanite or use a low poly geo with displacement maps?

    • @oossoonngg
      @oossoonngg  2 місяці тому +2

      For natural formations like rocks, caves, as well as repeating patterns like stones, bricks, pottery the nanite displacement is definitely the way to go. Much more efficient asset workflow, and tweakable with interactive feedback at will. Definitely not limited to the examples i named, can work good for scifi paneling, greeble, you name it.

    • @RonnieMirands
      @RonnieMirands 2 місяці тому +1

      @@oossoonngg thanks a lot for your reply and tips man, really apreciated! :)))

    • @nfarquhar
      @nfarquhar 2 місяці тому +4

      @@RonnieMirands One of the primary reasons for this feature was disk size, having a tonne of super high res assets will make your game size/and repo enormous. it can also be harder to work with multi-million poly assets in other applications outside of say zBrush etc..
      But there is a slight performance cost for Material displacement over pure geometry assets, there are pros and cons to both, your project requirements will dictate if you use one over the other or a combination.

    • @mindped
      @mindped Місяць тому

      @@nfarquhar slight?... i lose 10 fps on dual 3090s.

  • @tomaszzaborek4413
    @tomaszzaborek4413 Місяць тому

    I have got stupid question, Time 10:27 What key do you use to invoke multiply, value etc. :)

    • @oossoonngg
      @oossoonngg  Місяць тому +1

      M, S
      I'll cover this on upcoming vids

  • @ninowvisky
    @ninowvisky 8 днів тому

    tks

  • @nikadams8091
    @nikadams8091 2 місяці тому +2

    What would really blow my mind, is when we could vertex paint with displacement and see the displacement while actually vertex painting...also i am trying to figure out how to make an on top shader like snow for example where only the snow has displacement but not the rest!!

    • @oossoonngg
      @oossoonngg  2 місяці тому +1

      seems like this could be sorta done with niagara? just thinking out loud at this point, don't quote me on this one
      edit: seems like what you have in mind can be done with materials as well, not sure how well the transition from underlying mat to snow will look though

    • @nigelpassage2
      @nigelpassage2 2 місяці тому

      You mean with the heightlerp function? ua-cam.com/video/VXYFfRnKw04/v-deo.html

    • @ianzander5057
      @ianzander5057 Місяць тому

      you can

    • @ianzander5057
      @ianzander5057 Місяць тому +1

      and you can use tessellation for landscape materials and blend them

    • @nikadams8091
      @nikadams8091 Місяць тому

      @@ianzander5057 Yes, i already knew how it works with landscapes and since today i know how the top shader for meshes with displacement only for the top shader works! It basically works with a vertexnormalws node, masking the blue channel and of course some additional nodes, then lerping bottom and top using the vertex normal setup as alpha)

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS 23 дні тому

    Is it possible to apply permanently displacement to landscape so I can see it in path trace render too?

    • @oossoonngg
      @oossoonngg  23 дні тому

      pathtracer does not support nanite, so displace it in modeling mode or something else

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS 23 дні тому

      @@oossoonngg i know that i can displace a mesh in modeling mode but is there a way to apply displacement to landscape too?

    • @oossoonngg
      @oossoonngg  23 дні тому

      i mean... have your landscape as a mesh, displace it as you want, render. just treat is as a static mesh - or indeed treat a static mesh as a landscape

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS 23 дні тому

      @@oossoonngg oh ok :) it seems there is not a way to apply it directly to the landscape object. I was asking for that as I use a landscape auto material (that use displacement) that need height information. If I work on a mesh as landscape it is impossible to make use of it.

  • @arielshpitzer
    @arielshpitzer 2 місяці тому

    plz explain how to control texture size.... i found out alone but it took my some time.

    • @oossoonngg
      @oossoonngg  2 місяці тому +1

      will record vids on materials, including your question when 5.4 drops

  • @KBFNGG
    @KBFNGG 2 місяці тому +2

    Just curious, the tech is impressive in terms of visuals, but what happens with complex collision (if anything at all)?

    • @oossoonngg
      @oossoonngg  2 місяці тому +1

      Collision entity is (can be) decoupled from geo itself, so no worries about that

    • @KBFNGG
      @KBFNGG 2 місяці тому +1

      @@oossoonngg so if you create a rock and the player steps on it, the foot will go through the displaced geometry until it reaches the original collision? Therefore displacement has no opt-in for generating collision. Is that right?

    • @oossoonngg
      @oossoonngg  2 місяці тому +2

      You can always tweak the collision afterwards, but yeah you got the gist more or less.

    • @KBFNGG
      @KBFNGG 2 місяці тому +1

      @@oossoonngg gotcha. That still makes me wonder how that would apply to tesslated landscape geometry where collision is somewhat important. 🤔

    • @oossoonngg
      @oossoonngg  2 місяці тому +2

      this is to add detail and all that, definitely not end all be all solution, at least in its current form, or that's how i see it

  • @TheShinyHaxorus3D
    @TheShinyHaxorus3D 2 місяці тому

    Does nanite displacement on landscapes also work with Virtual Textures? That and the performance has kept me away from heavy nanite usage for the time being

    • @mindped
      @mindped Місяць тому

      yes but still majorly broken. I use RVT on a nanite poly mesh with displacement... and it will drop to 1 fps if i zoom really close to it and sometimes freezes the editor.. and if i ctrl at delete the editor at that point it locks up my computer causing the need for me to hit hte power button on my tower.

    • @surajprakash3181
      @surajprakash3181 Місяць тому

      @@mindped is it possible to apply tesselation on a auto landscape material? i am having trouble doing it

    • @mindped
      @mindped Місяць тому

      @@surajprakash3181 dont see why not. All the tutorials on youtube or for terrain and tessellation

    • @surajprakash3181
      @surajprakash3181 Місяць тому

      @@mindped I am yet to find a tutorial on a complex auto landscape which shows tesselation😢 I just have poor technical knowledge so it makes it harder ..

  • @NUCLEARARMAMENT
    @NUCLEARARMAMENT Місяць тому

    Will these features work with avatars or skinned geometry?

    • @oossoonngg
      @oossoonngg  Місяць тому

      same limitations/workarounds as nanite

  • @someone_who_looks_like_me
    @someone_who_looks_like_me 2 місяці тому

    What about skeletal meshes? Will that work too?

    • @oossoonngg
      @oossoonngg  2 місяці тому

      Same restrictions and workarounds as nanite

  • @ArchDesignStudio1
    @ArchDesignStudio1 26 днів тому

    why i dont have this ini files

  • @AGCreationsflorida
    @AGCreationsflorida 2 місяці тому +1

    Things like this and terrain deformation when a player walks over it should be a lot easier to add in... With how easy other things are come on lol..

  • @Clazzid
    @Clazzid Місяць тому

    Should be masking out the B channel from the ORDp texture to get the actual displacement

    • @oossoonngg
      @oossoonngg  Місяць тому

      Did that on the vase example

  • @yantingye1677
    @yantingye1677 2 місяці тому +2

    I'm a bit disappointed, but we still need to manually modify the Default Engine. ini file to make the replacement effective. Why can't developers add these two pieces of code to the Default Engine. ini file?

    • @nfarquhar
      @nfarquhar 2 місяці тому +2

      I think the feature is still in Beta or experimental, once it becomes a production ready feature, it might be enabled by default. or a toggle on the project settings instead of the ini

    • @yantingye1677
      @yantingye1677 2 місяці тому

      I hope so@@nfarquhar

  • @Welsen81
    @Welsen81 2 місяці тому

    Hi, great preview vid, small typo in config "r.Nanite.Tesellation=1" !== "r.Nanite.Tessellation=1".

    • @oossoonngg
      @oossoonngg  2 місяці тому +1

      You are right! My bad. Fixed the typo in the description. Thanks. I feel so foolish overlooking this haha

    • @snookofficial7211
      @snookofficial7211 2 місяці тому

      I'm assuming this is why you had to re-enter it into the console@@oossoonngg
      Great video btw, saved to my useful info playlist ;)

    • @oossoonngg
      @oossoonngg  2 місяці тому +1

      yep, just checked, it was because of the typo

  • @demonhogo
    @demonhogo 10 днів тому

    what does this have to do with Ableton?

    • @oossoonngg
      @oossoonngg  10 днів тому

      Where does it say it does?

  • @nigelpassage2
    @nigelpassage2 2 місяці тому

    is this the cheapest way of creating depth at the moment?

    • @bennyweimer2345
      @bennyweimer2345 2 місяці тому +2

      parallax occlusion mapping is cheaper but it isn't real geometry, same with bump off set mapping. With that said if you want actual geometry its cheapest to pre-make the mesh. this probably is the cheapest way to do dynamic material tesselation but its not super cheap per say.

  • @fallohide7418
    @fallohide7418 2 місяці тому

    does this work with path tracer?

    • @oossoonngg
      @oossoonngg  2 місяці тому

      Nanite doesn't work with it iirc

  • @gus2673
    @gus2673 2 місяці тому

    Does it work on Apple Mac?

    • @oossoonngg
      @oossoonngg  2 місяці тому

      I heard people had trouble with it

  • @mindped
    @mindped Місяць тому

    dont get it twisted.. the feature is still majorly broken. If i zoom in really close to mine it well drop the fps to like 1 fps or freeze the computer. At least thats what was happening with my RVT to nanite displacement tests.

    • @oossoonngg
      @oossoonngg  Місяць тому +1

      I showcased an experimental feature and how to enable it. It's not game of thrones, there are no twists

    • @mindped
      @mindped Місяць тому

      @@oossoonngg and i appreciate that. Just wish it was useable. Im working with it right now because i want to release an asset, but i have to work very carefully lol.... literally gotta disable and only enable it when my camera is far enough away from it.

  • @Mittzys
    @Mittzys Місяць тому +1

    cant wait for the next wave of unoptimised lazily made games

    • @oossoonngg
      @oossoonngg  Місяць тому

      or you can do the "Todd Howard on live TV" and suggest to upgrade your PC, hehe.
      ps - it was sorta heavy handed and goofy, but sometimes it is not as outlandish an idea. does not excuse non-optimized mess though

  • @CataleptiCat
    @CataleptiCat 22 дні тому

    5.4 is fully-released, so where's the materials tutorial? You promised us, pwease???? 4:27 UwU

  • @glenn3646
    @glenn3646 Місяць тому +1

    Its kinda to many steps , but hey its unreal

    • @oossoonngg
      @oossoonngg  Місяць тому

      list should get shorter when this will be considered 'ready'

    • @glenn3646
      @glenn3646 Місяць тому

      @@oossoonngg yes I think your right

  • @johnstifter
    @johnstifter 2 місяці тому +1

    Noooooooo! why is there another UV format please no lol

  • @Deck_Dynasty
    @Deck_Dynasty Місяць тому +8

    Lol, what a joke of a new feature. You have to enable it in 72340 different places: the plugin settings, 2 .ini file lines, 2 editor commands, a checkbox in the material, the mesh itself...

    • @MinecraftLD10
      @MinecraftLD10 Місяць тому +3

      Its because this is still an experiment / beta feature, not a production ready feature, its why they had a particular studio talk about it, because they built their workflows around using it for the game. Once it is updated to production ready, then a lot of this will most likely be not needed at that time.

  • @seadffsa
    @seadffsa 2 місяці тому

    "step by step" * RANDOMLY SKIPS STEPS AT 5:37 *