You can fix project wise nanites in pathtracing by just setting this command "r.RayTracing.Nanite.Mode 1" without even changing the nanite fallback error. It also fix Raytrace Shadows error on Nanite Geometry.
Like I said in response to another comment pointing this out, this console command can be a viable alternative especially for fixing the Ray Traced shadows issue in Lit mode, however it actually introduces some odd shadow artifacts in Path Tracing that can ruin the image, which makes it less ideal for cinematics. Generally, I find changing the fallback error to be the ideal solution to the problem, especially when working with Path Tracing, as it gets as close as possible to fully fixing the issue without introducing any artifacts and still providing flexibility with Nanite.
@@BoundlessEntertainmentFilms but according to UE documentation it says ray tracing nanite mode is much more efficient than zero fall back mesh. Assumably use less fall back error simply mean decrease the effect of performance boost from nanite, in this case have you tested the performance difference from the plug-in than just turning off the nanite? From my experience, nanite actually have some cost as well
Thanks for the console command, spent some time looking for it. I knew there must be a way for that fix quickly. Respect also for this channel, who plays fairly and doesn't delete comments. You guys all great.
Alternative to reducing fallback error u can disable nanite on all the meshes or just use the command "r.RayTracing.Nanite.Mode 1" This preserves all detail while using significantly less GPU memory than zero fallback
That is true, but disabling Nanite on all meshes doesn't allow you to utilize the benefits of Nanite for scene building and speed in Lit mode. The console command is a viable alternative especially for fixing the Ray Traced shadows issue in Lit mode, however when I was experimenting with it, I found that it introduces some odd shadow artifacts in Path Tracing that can ruin the image, which makes it less ideal for cinematics. Generally, I find changing the fallback error to be the ideal solution to the problem, especially when working with Path Tracing, as it gets as close as possible to fully fixing the issue without introducing any artifacts and still providing flexibility.
@@BoundlessEntertainmentFilms the command r.RayTracing.Shadows.EnableTwoSidedGeometry 0 might help as a quick fix, but I still get issues with nanite meshes sometimes. Glad to see you released a plugin mate, keep up good work :)
In your Post Process Volume, go to Path Tracing and look for "Reference Atmosphere", you will see that it is enabled ("True") by default, you need to turn it off. First check the left box, so then it allows you to uncheck the right box and have it as "False/Disabled". This will solve the problem since "Reference Atmosphere" is actually ignoring your atmosphere elements like any SkyLight or VolumetricCloud, so, by turning it into "false", now you have Full control over your atmosphere while using path tracing. Remember, this is inside your Post Processing Volume, so make sure that your post processing volume has "Infinite Extent (Unbound)" enabled/true. Have fun :D
I was waiting to see you use ' Bulk Edit via Property Matrix' when you filtered assets by static mesh in the content browser, as it basically solves all the problems you mentioned in the video.. any reason why you avoided that? Is there something wrong in that workflow?
Some of the meshes in my scenes have nanite disabled due to some of the limitations of nanite and the specific effects I want in those meshes. Does this plugin activate nanite on everything? As that wouldn't be ideal, ideally it would just alter the settings on only nanite enabled meshes.
@@mychennal8988 yes, typically right before rendering is a good time to optimize your scene but it can be done at any time, typically without much performance hit. The render presets are really where you get the big jump in quality. And yes, you can undo the nanite optimization with a button click. The current version also has several other options for nanite optimization and even more new features!
@@BoundlessEntertainmentFilms Thanks you ^^ and please support for 5.1 i have a lot of projects that was made with that version and i think many other people have the same, 5.2 is new and a lot of things are not yet supported ! big thanks again
Any chance of getting the source code? I assume this runs a python script to automate these steps? I tried to create a script to batch process some static mesh build settings but couldnt get it to work (I needed a scrip that sets the "Recalculate Normals" and "Recalculate Tagents" Parameters to "off"). Would appreciate some hints on how to access those settings via batch!
@@BoundlessEntertainmentFilms Hey no worries. Thought it was about time I reached out. Let me know if you're ever around for a chat. Would be nice to meet you properly.
There is a new plugin that has replaced it, called LightForge. It can do everything PT Pro can do, plus a lot more. PT Pro was also updated, so it now does more than it did originally. Anyone who purchased Path Tracer Pro previously was upgraded to LightForge for free and now PT Pro is free!
That is actually a duplicate HDRI backdrop I had put in place for a different lighting setup/demonstration for the course. I made it Hidden in Game so it won't show up in renders or Path Tracing, I just didn't bother to disable it when making the video. Thanks for watching!
my render when using path tracer and set motion blur to default i get ghosting effect, turn off motion blur did the trick. any suggestion when i want to use motion blur but no ghosting effect? thank you
Really appreciate your video and demo , however putting this in a plugin sold in shop needing full details is ridiculous when Bulk Property edit can do the same thing , like just link an open source download if its free not this bs store .
The plugin has been updated and now includes functionality to apply helpful console commands quickly in addition to the optimization and de-optimization features. If it's too much of a time commitment to download the plugin, then the Bulk Property matrix and manually applying console commands is always an option as well. I think that takes a lot more time though personally.
Hello there! I have a little problem. I have a big scene with thousands of trees and meshes and I want to render it in path tracer. Is this possible with some kind of pc? Like where is the limit of path tracing in ration to the system I have? Is the amount of vram for example proportional to the amount of meshes you can render until you get a crash? What is the rule and what can I expect from path tracer?
Hi, I'm from Russia and would like to take your course, but I don't know the language well. I work in English versions of programs, I know the basic terms and have been working in UE for almost 2 years. But will there be subtitles in recorded lessons? If the videos of the lessons are posted on TH-cam, it would be very convenient.
You have avoided other alternatives. I've created tools similar to this in the past, but they were designed for personal use. The public doesn't necessarily need tools like this. If I were in your position and wanted to present a tool like this, I would consider making it available for free and/or open source.
I am so tired of buying courses that promise you the world and don't deliver, I really wish there were reviews on this or a peak into the course. How can you go from Beginner to Pro in 10 days when it takes VFX Artists years to become decent at it? That's why it sounds too good to be true to me
Hello and thanks for your comment! If you would like to take a look at some reviews, we have a decent number of them on Google, which you can find here: rb.gy/9hjt8 I would also say that the point of this course is to deliver the information you need to know in the span of 10 days - it takes some people longer than 10 days, depending on how quickly you learn and how much experimentation and practice you do. I recommend taking your time on the course and experimenting as much as possible, as I have found that is often the best way to learn. But ultimately, there is no reason you can't learn the information and skills needed to work in a professional setting in this time span. Developing the eye and artistic vision to become a great visual effects artist or filmmaker is what can take a long time, but if you have a streamlined, tailored course designed to deliver the information you need to know in a way that optimizes your learning efficiency, you can get to the point where you're developing your eye and vision as a filmmaker/artist much more quickly, instead of worrying about technical details bogging you down! Hopefully that gives some insight into your question! I would also recommend checking out the course page here for more details about the course: boundless-resource.com/ultimate-unreal-engine-for-filmmakers-bundle-build/
Hello! We currently have 9 Google reviews on this course, which you can find here: rb.gy/9hjt8 We also had a few satisfied students comment on another TH-cam video about the course, which you can find here: th-cam.com/video/RfTVeIwB2Dw/w-d-xo.html&lc=UgzC0RgVX8DRtqHqhvV4AaABAg Hope that is helpful! -- Sam
I just added 25 hours of new content a couple months ago and have been consistently updating it with all the new features of the engine. It's not even remotely close to the same course.
it seems that that this just does it for whats in the scene which seems more elegant than using the bulk edit - how would u even find all the stuff in your scene ? esp when working with older projects with lots of stuff that was never turned to nanite - curious for all the people who say use bulk edit via property Matrix - that seems like alot more work - you want another idea for a plugin how about a procedural animation system for Sequencer like greyscale gorillas Signal 3 - when is UE actually gonna get up to speed on animation tech without making everyione build the same blueprints - its ridiculous to expect people coming from the film industry to just learn blueprints so they can make the same animation tools as everyone else needs - they are so far behind in ease of use its absurd. Right now the only thing u can do in Sequencer is for the whole object after keyframes oscillate or repeat - i always want to do it to rotations but not transforms. Plus u cant even animate rotations correctly in Sequencer its locked to 0-360 - u cant even scroll in a negative like WTF - it just jumps to a positive number .
The console command can be a viable alternative especially for fixing the Ray Traced shadows issue in Lit mode, however it actually introduces some odd shadow artifacts in Path Tracing that can ruin the image, which makes it less ideal for cinematics. Changing the fallback error is the ideal solution to the problem in most cases I've found, especially when working with Path Tracing, as it gets as close as possible to fully fixing the issue without introducing any artifacts and still providing flexibility with Nanite. Additionally, we will be providing several new features that are already in the works for optimizing your scene for path tracing, at no additional charge for anyone who has already purchased the plugin. So the value of the plugin will be increasing significantly in the near future with no additional charges. We are trying very hard to provide excellent quality and value at low prices.
@@BoundlessEntertainmentFilms I can see that your target are young people making baby steps in the world of 3d. The way that you're selling it gives it away: "Does your model look ugly? Buy our plugin!". I would actually make an honest to god video about commands that you utillize and compare the workflow between your solution and existing one. Actually some more seasoned UE users might get interested instead of yapping about how"simple is that command yadda yadda". "Yes, I'm tired of looking up these commads online all the time, yes, I'm wasting 10 minutes of my life every time I do that. Yes, probably I'd buy the plugin." I like the idea in general - all the cinematic quality settings in one place, I can imagine an improved camera rollout with bokeh, aspect ratio, anamorphic options, maybe EXR export options, Luts and whatnot - all in one place... You're onto something, and you're obliged to make it proper! Cheers
You can fix project wise nanites in pathtracing by just setting this command "r.RayTracing.Nanite.Mode 1" without even changing the nanite fallback error. It also fix Raytrace Shadows error on Nanite Geometry.
Yeah. No need to spend 9,99 $ on a plugin.
Like I said in response to another comment pointing this out, this console command can be a viable alternative especially for fixing the Ray Traced shadows issue in Lit mode, however it actually introduces some odd shadow artifacts in Path Tracing that can ruin the image, which makes it less ideal for cinematics. Generally, I find changing the fallback error to be the ideal solution to the problem, especially when working with Path Tracing, as it gets as close as possible to fully fixing the issue without introducing any artifacts and still providing flexibility with Nanite.
@BoundlessEntertainmentFilms can you show me those shadow issues? Maybe there might be a console command for that to.
@@BoundlessEntertainmentFilms but according to UE documentation it says ray tracing nanite mode is much more efficient than zero fall back mesh. Assumably use less fall back error simply mean decrease the effect of performance boost from nanite, in this case have you tested the performance difference from the plug-in than just turning off the nanite? From my experience, nanite actually have some cost as well
Thanks for the console command, spent some time looking for it. I knew there must be a way for that fix quickly. Respect also for this channel, who plays fairly and doesn't delete comments. You guys all great.
Alternative to reducing fallback error u can disable nanite on all the meshes or just use the command "r.RayTracing.Nanite.Mode 1" This preserves all detail while using significantly less GPU memory than zero fallback
Does disabling nanite really use less GPU than nanite with zero fallback?
That is true, but disabling Nanite on all meshes doesn't allow you to utilize the benefits of Nanite for scene building and speed in Lit mode. The console command is a viable alternative especially for fixing the Ray Traced shadows issue in Lit mode, however when I was experimenting with it, I found that it introduces some odd shadow artifacts in Path Tracing that can ruin the image, which makes it less ideal for cinematics. Generally, I find changing the fallback error to be the ideal solution to the problem, especially when working with Path Tracing, as it gets as close as possible to fully fixing the issue without introducing any artifacts and still providing flexibility.
@@BoundlessEntertainmentFilms the command r.RayTracing.Shadows.EnableTwoSidedGeometry 0 might help as a quick fix, but I still get issues with nanite meshes sometimes. Glad to see you released a plugin mate, keep up good work :)
You can also just bulk edit all nanite models with one click ;-)
😂 plugin doing the same thing. Also if you are working on alot heavier scene viewport wont even move.
you can fix the falback error just via the bulk matrix editor, no need to buy a plugin
true
how to rendering volume cloud in pathtracing
In your Post Process Volume, go to Path Tracing and look for "Reference Atmosphere", you will see that it is enabled ("True") by default, you need to turn it off. First check the left box, so then it allows you to uncheck the right box and have it as "False/Disabled". This will solve the problem since "Reference Atmosphere" is actually ignoring your atmosphere elements like any SkyLight or VolumetricCloud, so, by turning it into "false", now you have Full control over your atmosphere while using path tracing. Remember, this is inside your Post Processing Volume, so make sure that your post processing volume has "Infinite Extent (Unbound)" enabled/true.
Have fun :D
Isn't this just another way of using Bulk Edit? Which is natively implemented into UE.
This can be done with BP Utility action that changes threshold: filter SMs, select all, run script
I was waiting to see you use ' Bulk Edit via Property Matrix' when you filtered assets by static mesh in the content browser, as it basically solves all the problems you mentioned in the video.. any reason why you avoided that? Is there something wrong in that workflow?
I bought Path Tracer Pro, but in ue5.3, I can't see the icon at the top. Please fix it.
When will it be good for Mac I bought it and didn't see the "don't buy on Mac" warning
Some of the meshes in my scenes have nanite disabled due to some of the limitations of nanite and the specific effects I want in those meshes. Does this plugin activate nanite on everything? As that wouldn't be ideal, ideally it would just alter the settings on only nanite enabled meshes.
Couldnt figure this out- thank you! Worked!
is there a reason to change fallback error setting this way over using the bulk edit through property matrix feature?
Will this help with VDB clouds, fog and atmos settings? We've had trouble translating these elements from Lit to Path Tracing.
Hi, thanks to share for free this plugin, please How to get the plugin icon in top bar?, please please, thank you
Est ce qu'il y a une version de "Path tracer" pour la version UE 5.4 ? Ou il n'y en a pas besoin ?
For some reason, Lightforge isn't appearing in my scene although it is enabled in my settings
when should i use this, just before final render? and how can this be changed back to all assets nanite? like can we reverse what that button do?
@@mychennal8988 yes, typically right before rendering is a good time to optimize your scene but it can be done at any time, typically without much performance hit. The render presets are really where you get the big jump in quality. And yes, you can undo the nanite optimization with a button click. The current version also has several other options for nanite optimization and even more new features!
how to get rid of noise in PathTrace?
Could you please add a button to revert back to fallback mesh 1 i purchased the plugin and this option is currently unavaialable
Thanks for the feedback! We will get on that as soon as possible, shouldn't be a problem!
@@BoundlessEntertainmentFilms Thanks you ^^ and please support for 5.1 i have a lot of projects that was made with that version and i think many other people have the same, 5.2 is new and a lot of things are not yet supported ! big thanks again
Any chance of getting the source code? I assume this runs a python script to automate these steps? I tried to create a script to batch process some static mesh build settings but couldnt get it to work (I needed a scrip that sets the "Recalculate Normals" and "Recalculate Tagents" Parameters to "off").
Would appreciate some hints on how to access those settings via batch!
Legend says the bg in this video is rendered live in UE5.2
can i install this into 5.4.1?
Great idea for a product. Keep up the good work.
Thanks man! Love the work you're doing and appreciate you taking the time to comment!
@@BoundlessEntertainmentFilms Hey no worries. Thought it was about time I reached out. Let me know if you're ever around for a chat. Would be nice to meet you properly.
Hi, is this a must to buy plugins to join the Film Making course?
You do not need to purchase this plugin to join or follow along with the course - it is just a tool to speed up a few processes and save you time!
Just curious to know why is this plugin free now?
There is a new plugin that has replaced it, called LightForge. It can do everything PT Pro can do, plus a lot more. PT Pro was also updated, so it now does more than it did originally. Anyone who purchased Path Tracer Pro previously was upgraded to LightForge for free and now PT Pro is free!
does the plugin ''turning on nanite'' or just searching and change the value of ''fallback relative error''?
Amazing work man
Will support for ue5.3 and above be provided in the future?
Why do the geometries in the background disappear as soon as you put in path tracer mode?
That is actually a duplicate HDRI backdrop I had put in place for a different lighting setup/demonstration for the course. I made it Hidden in Game so it won't show up in renders or Path Tracing, I just didn't bother to disable it when making the video. Thanks for watching!
Thank you!
my render when using path tracer and set motion blur to default i get ghosting effect, turn off motion blur did the trick. any suggestion when i want to use motion blur but no ghosting effect? thank you
does it work with 5.3?
is this plugin support UE 5.3 ?
some assets not renderinh with path tracer. Do you now how fix it?
need your course in udemy
Nice man. Do you get into virtual production stuff much or even live with green screen? I know it's expensive. :(
Really appreciate your video and demo , however putting this in a plugin sold in shop needing full details is ridiculous when Bulk Property edit can do the same thing , like just link an open source download if its free not this bs store .
The plugin has been updated and now includes functionality to apply helpful console commands quickly in addition to the optimization and de-optimization features. If it's too much of a time commitment to download the plugin, then the Bulk Property matrix and manually applying console commands is always an option as well. I think that takes a lot more time though personally.
Hello there! I have a little problem. I have a big scene with thousands of trees and meshes and I want to render it in path tracer. Is this possible with some kind of pc?
Like where is the limit of path tracing in ration to the system I have? Is the amount of vram for example proportional to the amount of meshes you can render until you get a crash?
What is the rule and what can I expect from path tracer?
Hi, I'm from Russia and would like to take your course, but I don't know the language well. I work in English versions of programs, I know the basic terms and have been working in UE for almost 2 years. But will there be subtitles in recorded lessons? If the videos of the lessons are posted on TH-cam, it would be very convenient.
nice bro
wont let me install 5.2
You have avoided other alternatives. I've created tools similar to this in the past, but they were designed for personal use. The public doesn't necessarily need tools like this. If I were in your position and wanted to present a tool like this, I would consider making it available for free and/or open source.
how about Unreal 5.1 ?
I am so tired of buying courses that promise you the world and don't deliver, I really wish there were reviews on this or a peak into
the course. How can you go from Beginner to Pro in 10 days when it takes VFX Artists years to become decent at it? That's why it sounds too good to be true to me
Hello and thanks for your comment! If you would like to take a look at some reviews, we have a decent number of them on Google, which you can find here: rb.gy/9hjt8
I would also say that the point of this course is to deliver the information you need to know in the span of 10 days - it takes some people longer than 10 days, depending on how quickly you learn and how much experimentation and practice you do. I recommend taking your time on the course and experimenting as much as possible, as I have found that is often the best way to learn. But ultimately, there is no reason you can't learn the information and skills needed to work in a professional setting in this time span. Developing the eye and artistic vision to become a great visual effects artist or filmmaker is what can take a long time, but if you have a streamlined, tailored course designed to deliver the information you need to know in a way that optimizes your learning efficiency, you can get to the point where you're developing your eye and vision as a filmmaker/artist much more quickly, instead of worrying about technical details bogging you down! Hopefully that gives some insight into your question! I would also recommend checking out the course page here for more details about the course: boundless-resource.com/ultimate-unreal-engine-for-filmmakers-bundle-build/
Has anyone taken this course that can give feedback on it?
Hello! We currently have 9 Google reviews on this course, which you can find here: rb.gy/9hjt8
We also had a few satisfied students comment on another TH-cam video about the course, which you can find here: th-cam.com/video/RfTVeIwB2Dw/w-d-xo.html&lc=UgzC0RgVX8DRtqHqhvV4AaABAg
Hope that is helpful! -- Sam
bro you been promoting the same Filmmakers Course for almost 2 years....😑the same course
I just added 25 hours of new content a couple months ago and have been consistently updating it with all the new features of the engine. It's not even remotely close to the same course.
it seems that that this just does it for whats in the scene which seems more elegant than using the bulk edit - how would u even find all the stuff in your scene ? esp when working with older projects with lots of stuff that was never turned to nanite - curious for all the people who say use bulk edit via property Matrix - that seems like alot more work - you want another idea for a plugin how about a procedural animation system for Sequencer like greyscale gorillas Signal 3 - when is UE actually gonna get up to speed on animation tech without making everyione build the same blueprints - its ridiculous to expect people coming from the film industry to just learn blueprints so they can make the same animation tools as everyone else needs - they are so far behind in ease of use its absurd. Right now the only thing u can do in Sequencer is for the whole object after keyframes oscillate or repeat - i always want to do it to rotations but not transforms. Plus u cant even animate rotations correctly in Sequencer its locked to 0-360 - u cant even scroll in a negative like WTF - it just jumps to a positive number .
This feels a bit like a money grab. A plugin for something that a console command does?
The console command can be a viable alternative especially for fixing the Ray Traced shadows issue in Lit mode, however it actually introduces some odd shadow artifacts in Path Tracing that can ruin the image, which makes it less ideal for cinematics. Changing the fallback error is the ideal solution to the problem in most cases I've found, especially when working with Path Tracing, as it gets as close as possible to fully fixing the issue without introducing any artifacts and still providing flexibility with Nanite. Additionally, we will be providing several new features that are already in the works for optimizing your scene for path tracing, at no additional charge for anyone who has already purchased the plugin. So the value of the plugin will be increasing significantly in the near future with no additional charges. We are trying very hard to provide excellent quality and value at low prices.
@@BoundlessEntertainmentFilms I can see that your target are young people making baby steps in the world of 3d. The way that you're selling it gives it away: "Does your model look ugly? Buy our plugin!".
I would actually make an honest to god video about commands that you utillize and compare the workflow between your solution and existing one. Actually some more seasoned UE users might get interested instead of yapping about how"simple is that command yadda yadda".
"Yes, I'm tired of looking up these commads online all the time, yes, I'm wasting 10 minutes of my life every time I do that. Yes, probably I'd buy the plugin."
I like the idea in general - all the cinematic quality settings in one place, I can imagine an improved camera rollout with bokeh, aspect ratio, anamorphic options, maybe EXR export options, Luts and whatnot - all in one place... You're onto something, and you're obliged to make it proper! Cheers
10 минут рассказывать про одну кнопку........
Does it work with 5.3?