Unreal Engine 5.1 - Nanite in Trees, grass and every Foliage!
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- Опубліковано 19 сер 2022
- Hi all,
I got installed the New Unreal Engine 5.1 branch verion from Epic with the news features! with the biggest new for Nanite now can be apply in every foliage High quality 3d models and grass!! open even more the possibility to use high quality foilage and grass in raytracing without losing performance!
So i was testing it in one of the scenes and I´m really amazed with the performance!! Very exciting.
For you can install this new version 5.1 you should have github account connected with epic games to have access it and to install follow the instrutions there.
FINISHED PROJECT FILES ON PATERON : / sergioduarte
github.com/EpicGames - Розваги
This is a big yes :D I hope 5.1 is coming soon (tm).
I already ear something that will be in this weeks
@@Artof3drendering :D yay
🔥🔥🔥
It's great that they are doing this but there is so many draw backs right now. Grass and other small plants drag performance down by about 50-70% when using Nanite (That I believe is unavoidable). Trees Break down visibly over long distances, this can be mitigated only by limiting the range at which the player can see (This also is Inherent in Nanite itself; flat/sharp geometry is the first to be culled, meaning that leaves will be the first to be stripped from any plant.).
For real-time I think still have a few draw backs, but for sure is the path for future! but for my usage that is 3d renders works really great and give the possibility to have heavy scenes with higher models quality
@@Artof3drendering Yeah you got a really good point. I keep thinking of this in terms of real-time open worlds and you really got to realize that some of this may not fit that genre too well if ever. I'll try to keep this in mind going forward. For cinematics and stuff like that this is going to really be great.
I think the trees break down issue can be fixed by enabling ‘preserve area’ in the latest preview. However, I’m having issues with ray-tracing shadows on translucency materials, for example some tree leaves look kinda dark and lacking in translucent lighting when RT shadow is on, using virtual shadow maps or standard shadow fix the issue. But like you said, virtual shadow maps is very taxing right now especially in scenes with a lot of nanite foliages, whereas RT shadow is much faster.
what are the camera settings you're using, it looks really good
Is a 18mm
what about nanite overdraw? I was concerned about using foliages as nanite since devs told to avoid having heat sinks in overdraw viewport
Here so far so good for my usage of it to produce 3d renders!
Unreal crash everytime when I use Masked material with nanite on 5.1... Don't know why there is this problem.
And in order to get Nanite working, I have to turn on Shader model 6, otherwise nanite doesn't work at all.
A huge step forward on performance with the same looking as traditional foliage.
high 3d models of trees and grass mush better final quality for sure
I notice that the problem with the trees and Lumen has not been solved yet especially with the masked and two sided leaves, they are really too dark in the shade. They seem to have gotten worse since version 5.03. Until then I think it is useless to release this version. From the forum it seemed that at first it was fixed but at the last moment the implementation was abandoned.
yeah, I hope they can fix really soon because that happens in all the nanite geometry.
so how helpful is nanite on foliage exactly? Whats the difference in frametime/fps when using normal foliage vs using nanite?
Huge help because now we can use high poly models of grass as well in trees like we use in a normal 3d rendering software!! And don’t lose performance
@@Artof3drendering but do you actually not lose Performance? Nanite overdraw is supposed to be as bad as opacity overdraw. Could you compare fps in your scene with normal foliage and nanite foliage?
@@DatGuyGLK I will check it and compare because actually i have both version and let you know
Any idea if they enhanced lumen reflections & translucency?
maybe in final release i dont have that info
Is 5.1 out already or is this like an experimental version?
At the moment is experimental but the final version will be out very soon
how much performance increase did you notice?
In my case that i like to use high poly models for 3d renders, before i got the viewport extremally heavy and slow if i use much of them, but now basically we don't have limits and we can push 3d render much much more...
@@Artof3drendering excellent i cant wait to try it out ty very much
Which foliage package you are using?
Is personal models
@@Artof3drendering You know any good tree packs?
@@FuelzH I prefer to do my owen 3d trees models with blender or speedtree
@@Artof3drendering Nice, I just found out how to use Megascans trees in UE5
looking great but the wind animation at the bottom of huge trunks is unreal, euhmm impossible. So it looks seriously fake in other words. Hope they fix that. It seems now like an animated deformation instead of a true wind animation.
Still have some things they need to fix yes! hope in final release that can be solved
How do I access it in gihub?
You must sign in for you can have permission
@@Artof3drendering I signed in and also my github is connected to my epic account. I just want to know what to download as I cannot find unreal engine 5.1. Thanks
@@EricTareDenedoteentalk The version 5.1 is there in the release with the name "UE5-Main" you can follow this video from this guy that shows step by step how to install it : ua-cam.com/video/cyPOCgVvGLw/v-deo.html
@@Artof3drendering thanks
Does nanite work on landscapes?
Yes
@@Artof3drendering you can not use Nanite for landscape... at least not if you dont convert the landscape to a Static mesh? Or am i wrong in ue 5.1 its possible?
@@Punisher1992 Yes you must convert it to a static mesh and use the foilage tool
@@Artof3drendering i talk about landscape.
@@Punisher1992 Nanite only working at this stage with foliage tool