Commands To Enable Nanite Displacement/Tessellation: r.Nanite.Tessellation = 1 r.Nanite.AllowTessellation = 1 Animated Displacements / WPOs & Normals With HLSL: kzbin.info/www/bejne/faC5dqKjfd2YhNk Nanite Displacement Settings & Other Methods: kzbin.info/www/bejne/bKmWk4uNmcSEfrs
@ali.3d3 ай бұрын
Great video as always! Also just thought I'd mention here that you can adjust displacement strength per material instance - very useful if you want the same material setup with different displacement values. Just type in "Displacement" in your material instance and you'll see the property override options. Loved your work-around for the normal issues in this!
@UnrealArtist3 ай бұрын
Wonderfull tutorial. You seems like an experienced guy. Can you please do a series on vertex paint system in unreal? like more complex stuff. Something like painting flowing water on a surface, and other tips and tricks related to it.
@suraj.18893 ай бұрын
I second this!
@importon3 ай бұрын
What I have not seen yet, is a video on the benefits of runtime dynamic displacement with nanite. for example, using a render target to make dynamic footprints in snow wit proper nanite detail. or dynamic damage to a static mesh using displacement. Would love to learn more about this sort of thing.
@Nevetsieg3 ай бұрын
Oh God finally someone find a way to calculate noise normal in UE! This has bugged me for years! Thank you kind sir!
@Azaroth666892 ай бұрын
Thank you for that enable tessellation button :)
@BonkBonkad3 ай бұрын
Pretty clear tutorial.. easy to understand..
@Fafmagic3 ай бұрын
Good information. Especially the normal problem. Not being able to control the displacement strength via nodes is a mad decision. Hope that is added to the next version.
@kazioo23 ай бұрын
I'm not sure if I remember correctly but I think they said something at GDC about technical reasons behind it, something like it shouldn't be changed dynamically due to how it works under the hood, so to parametrize it I guess you would need to do it on the texture. And its strength also directly affects performance, so it should be as low as possible. It's more like a possible maximum boundary to set once than actual strength. In the end it's always better to bake displacement in the mesh editor, if possible, than tessellate in real time.
@Nevetsieg3 ай бұрын
Totally agress! The visual is getting better in UE, but the pipeline is getting weirder, they make everything so complex to follow.
@QuakeProBro3 ай бұрын
Well you could just set your maximum displacement in the material and then use either a lerp or a multiply to adjust the displacement texture/noise directly, which should be the exact same as with the classic displacement from UE4.
@Nevetsieg3 ай бұрын
@@QuakeProBro BTW the max displacement will scale with the object. This means different scaled object will not share the same displacment setting. Typical example is when you apply the same material to rock and the landscape, the displacement of landscape will be suprizingly bigger than on rock (landscape is 100x scaled by default).
@QuakeProBro3 ай бұрын
@@Nevetsieg Yeah that puts me off all the time, since you would think that a value of 1 is equal to one unreal unite (1 cm). The inconsistency and the super inconvenient way of enabeling the feature in the first place is super weird.
@yearight12053 ай бұрын
Now quick question, for Landscape material painting with multiple different types of textures (grass, sand, rock, etc), any chance you know how to create displacement with the texture variation node without it looking jarring? Because that would be great. That was the problem I left off on.
@Bashyb3 ай бұрын
Does path tracing work with this?
@mrburns3663 ай бұрын
I thought normal maps were to make a flat surface look detailed.. Could someone explain why you need normal maps at all if geometry detail is there?
@NihilsticFeeling2 ай бұрын
lighting direction. normals maps are basically just emulating the direction the light is hitting it at. and this is emulating the geometry.. but its just that, emulation, so you still have to emulate the directions of the lights. with an actual modeled mesh, there is heavier computations going on for the lighting. with this it kind of skips those, so you still need the normals to tell it where the light should be. since its a more direct value based approach, its lighter, because the render isnt having to out the values itself in real time. (at least form what ive gathered )
@wewantmoreparty3 ай бұрын
Could this be done on a metahuman?
@عععع-د3ب3 ай бұрын
I hope you make a lesson on the subject of the currency system. I'm working on a game like Subway, but the money that the player collects must be used to buy things. The problem is that I searched KZbin and didn't find a lesson on this subject, nor a project that was stopped because of this. I mean, if the player collects a coin, he must buy something like characters or something else, but there is no explanation...😢😢❤