Having Nanite on foliage using mesh cards as the Nanite overdraw on the masked cards will kill your performance. Either use trees made for nanite (no mesh cards, full geometry) or create PCGs with nanite trunk and branches and leaves as there own mesh.
There's a big problem with nanite foliage i cant seem to resolve (no matter what shadow tricks i try). If you enable dynamic shadows on nanite grass for instance, framerate plummets at distance. However, if you add a culling distance to said grass, the framerate stays at the same level as without the culling. This means nanite foliage virtual shadows keep being processed even though they're NOT displayed on screen..
Hmm.. interesting. WIth my experimenting it seems that Nanite on foliage brings lots of issues and does not really improve framerate. The advantage is that you now dont have LODS. But if you are trying to build a hige open world.. right now it might bring lots of issues
Hey, do u know how to solve the problem? When i pick "preserve area" my tree becomes much ligther like it loses some of its shadows. I can't find the solution anywhere.
Gorka, i've enabled Nanite on my project as you showed but somehow my foliage looks a lot brighter... it looks almost like it have no shadow at all, do you know what i should do? thank you!
Hmm, it might be that the LOD`s havnt completely disabled when you enabled Nanite because they bugged out.. Try to check that "preserve area" on the foliage nanite settings, and maybe check if the material has any properties that ane not compatible with nanite`s pipeline
So you keep mentioning to mention if there are any things we want to see in a future video? I had an idea I've been meaning to submit in relation to 5.1. Alot of people don't know how to take existing files or projects and import them to new engine models. Like they see the compatible engine list and just freeze thinking their assets just straight up don't work on the higher engine number. It's not as fancy as renders or visual stuff but I imagine alot of people who benefit from file management stuff
I have an issue with nanite foliage. When I place the nanite activated trees, grass individually it's fine but when I put them in painter, they appear like out of phase, like ghostly glitchy. Does anyone what the problem is?
check the material of the grass and see if it has an alpha channel being applied. I had a similar issue on mine and removing that pin from the material node fixed my issue.
yeah it is normal, however not the most optimal thing. It is runnning better without Nanite because the LODS are enabling back. And Nanite makes it so that you can have the same quality of the mesh at a very large distance, with a seamless transition. So for now in this case for trees, Nanite is not exactly very optimal for huge scenes, and LODS are made for performance reasons, so thats why it is.
so nanite will auto generate the LOD`s for a gemoetry of a model depending on the ddistance in a seamless way. This makes high quality assets be rendered full quality from the distance, and with normal models such as rocks, branches it increases the performance massively. But with foliage, the performance for now doesnt make a big impact, but you dont have any more noticeble LOD`s
@@83yoh well, it depends on a lot of factors. Such as the fidelity of your foliage assets, and your target platform for your game. Currently I don`t give any private lessons, but I try to respond to all comments and messages
The advantage is that you now dont have LODS, so there is a seamless transition between the polygon morphing change in geometry, so it looks amazing. Now, it seems that is isn't so optimized as we all thought on trees, as on rocks etc. So if you are trying to build a huge open world.. right now it might bring lots of issues
Hello! I have a problem with the trunk of the trees, and it is that when it is with nanite activated the shadow is not seen, does anyone know how to solve it?
Thank you for this explanation. I also learned some other things (like how to paint materials onto a landscape) that I didn't know you could even do before!
Hey nice video! What are you PC specs if I might ask? Wondering if the fps drops are because of that. 20-30 is pretty low although I can see how it's still impressive.
Yeah it does depending on the mesh. For normal geometry, like rocks, it will increase massively performance. But the thing is that with trees, they have World Position Offset which will be more expensive to calculate it
Can you make a slide tutorial? Someone named Reid has already made a pretty good tutorial th-cam.com/video/bXjUE_4-oVo/w-d-xo.html but I dont know how to make it so that the slide speed increases after falling on a slope from great heights like in Apex Legends. In his tutorial there is a small, constant boost everytime you start to slide and you cant start sliding in the air. (When you allow sliding mid-air with his setup, there are some weird bugs too cause its not made for this)
"There's terrible framerate, this is really cool" No it's not cool, you missed the thing entirely. You showed how to enable nanite, how to do it in completely wrong manner and simultaneously kill your performance.
There is a bug with WPO that not many people talk about, but I see it everywhere. I found this fix for it. th-cam.com/video/wVMImHI24QI/w-d-xo.html This video was helpful! But it led to the problem that led me to the other video!
Having Nanite on foliage using mesh cards as the Nanite overdraw on the masked cards will kill your performance. Either use trees made for nanite (no mesh cards, full geometry) or create PCGs with nanite trunk and branches and leaves as there own mesh.
There's a big problem with nanite foliage i cant seem to resolve (no matter what shadow tricks i try).
If you enable dynamic shadows on nanite grass for instance, framerate plummets at distance.
However, if you add a culling distance to said grass, the framerate stays at the same level as without the culling.
This means nanite foliage virtual shadows keep being processed even though they're NOT displayed on screen..
Hmm.. interesting. WIth my experimenting it seems that Nanite on foliage brings lots of issues and does not really improve framerate. The advantage is that you now dont have LODS. But if you are trying to build a hige open world.. right now it might bring lots of issues
th-cam.com/video/wVMImHI24QI/w-d-xo.html Here is fix!
i heard you can fix that by messing with your wind settings if you have them..cant recall the whole shebang, tho.
i don't know why my mesh is getting black at some area, when i turn off nanite it looking fine, any solution for that ?
Thanks for tip! That's what i was looking for!
Hey, do u know how to solve the problem? When i pick "preserve area" my tree becomes much ligther like it loses some of its shadows. I can't find the solution anywhere.
Could you explain how to create blackjack
that would be cool, let me note it down
Gorka, i've enabled Nanite on my project as you showed but somehow my foliage looks a lot brighter... it looks almost like it have no shadow at all, do you know what i should do? thank you!
Hmm, it might be that the LOD`s havnt completely disabled when you enabled Nanite because they bugged out.. Try to check that "preserve area" on the foliage nanite settings, and maybe check if the material has any properties that ane not compatible with nanite`s pipeline
So you keep mentioning to mention if there are any things we want to see in a future video? I had an idea I've been meaning to submit in relation to 5.1. Alot of people don't know how to take existing files or projects and import them to new engine models. Like they see the compatible engine list and just freeze thinking their assets just straight up don't work on the higher engine number. It's not as fancy as renders or visual stuff but I imagine alot of people who benefit from file management stuff
So you mean a tutorial on file managing inside UE, with things as importing, exporting and migrating?
I have an issue with nanite foliage. When I place the nanite activated trees, grass individually it's fine but when I put them in painter, they appear like out of phase, like ghostly glitchy. Does anyone what the problem is?
check the material of the grass and see if it has an alpha channel being applied. I had a similar issue on mine and removing that pin from the material node fixed my issue.
So can these trees be destructible for Chaos effects?
Yes it is possible, but sometimes it does bug out a bit. But if you are gentle with it yes 😄
so whats your onest opinion.
stay with cards, or just model the leaves and go with nanites? which one is better for indie projects?
Why not both?
Unreal Engine 5 is so daaang epic. Even I on my potatoe can create and use epic scenes!
You are so right, UE5 is an awesome creation tool 😄
whats defrent nanite or lods
is that ok for performance drop when use nanite? because when i turn off nanite my fps higher than with nanite and i dont know why
yeah it is normal, however not the most optimal thing. It is runnning better without Nanite because the LODS are enabling back. And Nanite makes it so that you can have the same quality of the mesh at a very large distance, with a seamless transition. So for now in this case for trees, Nanite is not exactly very optimal for huge scenes, and LODS are made for performance reasons, so thats why it is.
that will then be virtual shadow mapping which does not go great with alpha planes
What is the point of the nanite suddenly? then it does not work .. or is it missing settings?
so nanite will auto generate the LOD`s for a gemoetry of a model depending on the ddistance in a seamless way. This makes high quality assets be rendered full quality from the distance, and with normal models such as rocks, branches it increases the performance massively. But with foliage, the performance for now doesnt make a big impact, but you dont have any more noticeble LOD`s
@@GorkaGames thank you for responding so quickly! so, do we have to keep the LODs for the foliage? Do you give private lessons for that?
@@83yoh well, it depends on a lot of factors. Such as the fidelity of your foliage assets, and your target platform for your game. Currently I don`t give any private lessons, but I try to respond to all comments and messages
Yo dude can you make a tutorial how to make widget minigames like the ones in circus baby repair from Fnaf the glitched attraction?
Oh cool idea! I will note it down for a future tutorial
What is the point of using nanites if your frame is like crawling?
The advantage is that you now dont have LODS, so there is a seamless transition between the polygon morphing change in geometry, so it looks amazing. Now, it seems that is isn't so optimized as we all thought on trees, as on rocks etc. So if you are trying to build a huge open world.. right now it might bring lots of issues
How to fix this performance issue
I have 3060, ryzen 5 2600, 16 gb
And the performance is even wrose
That is with nanite
yeah, its seems that performance is not so great as expected with nanite. Do you have the engine installed on an SSD?
@@GorkaGames Yes, ssd nvme
Hello! I have a problem with the trunk of the trees, and it is that when it is with nanite activated the shadow is not seen, does anyone know how to solve it?
Thank you this will do just nice
thank you for the support!
i thought nanite couldn't do foliage, or am i a release behind?
Thank you for this explanation. I also learned some other things (like how to paint materials onto a landscape) that I didn't know you could even do before!
Awesome video
thanks!!
how is NOT flickering
this is fine for the foliage that are static , but once u add world offset position for material then it starts behaving weird :(
Thanks so much!! =)
guys for whom the tree appearance still changes on zoom just set the minimum LOD to 0 and number of LODs to 1
Anyone else get weird stretching of the trees when wind is enabled?
The only person who seems to have a fix atm! th-cam.com/video/wVMImHI24QI/w-d-xo.html
hmm. when i try to convert a tree to nanaite , he turns grey :/ weird
cheers mate!
Hey nice video! What are you PC specs if I might ask? Wondering if the fps drops are because of that. 20-30 is pretty low although I can see how it's still impressive.
Thanks man! I have a GTX 1080, Intel core i7 8th gen, 16 gigs of ram
@@GorkaGames I see, not that old then. Thanks for the reply!
Perhaps a character movement tree tutorial
🤣🤣 yeah that would be probably the best character controller in gaming history
@@GorkaGames ok sounds great my expectations await.
If i like fooliage am i fool?
🤣🤣
you're right after enabling nanite the trees are jumping up and down 🤣🤣🤣🤣
Please forgive me. But can you create Unreal Engine 5/4 VHS effect? I'm really so want to see tutorial
Yeah! That would be a cool tut to make
@@GorkaGames really!? Thank you so much.. You awesome person
I tought nianite was supposed to increase performance
Yeah it does depending on the mesh. For normal geometry, like rocks, it will increase massively performance. But the thing is that with trees, they have World Position Offset which will be more expensive to calculate it
@@GorkaGames Also, possibly all the transparency on the leaves.
If you have problems with Foliage and Nanite going “crazy in the Z axis” i explain how to fix it with ease.
th-cam.com/video/wVMImHI24QI/w-d-xo.html
Can you make a slide tutorial? Someone named Reid has already made a pretty good tutorial th-cam.com/video/bXjUE_4-oVo/w-d-xo.html but I dont know how to make it so that the slide speed increases after falling on a slope from great heights like in Apex Legends. In his tutorial there is a small, constant boost everytime you start to slide and you cant start sliding in the air. (When you allow sliding mid-air with his setup, there are some weird bugs too cause its not made for this)
I see... that would be a very interesting tutorial to make. i will note the idea down!!
@@GorkaGames Thanks ^^ would be great
"There's terrible framerate, this is really cool" No it's not cool, you missed the thing entirely. You showed how to enable nanite, how to do it in completely wrong manner and simultaneously kill your performance.
There is a bug with WPO that not many people talk about, but I see it everywhere. I found this fix for it. th-cam.com/video/wVMImHI24QI/w-d-xo.html
This video was helpful! But it led to the problem that led me to the other video!
9 fps Nanite 👍