Tech Talk Episode 10 2023-09-01 - UE5 HLOD - TS2 - RGBAKMM

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  • เผยแพร่เมื่อ 31 ส.ค. 2023
  • Tech Talk Episode 10 2023-09-01.
    Unreal Engine 5 HLODs - TerreSculptor 2.0 - RGBAK Master Materials.
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    Unreal Engine 5.3 Public Roadmap Website Address:
    Please go to this site and vote for the Large Landscape Import/Export Feature!
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    TerreSculptor by Demenzun Media
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ความคิดเห็น • 21

  • @tarasvideograf713
    @tarasvideograf713 10 หลายเดือนก่อน

    Thanks for the video! I am waiting for your new videos about HLODs.

  • @JDAeroVR
    @JDAeroVR 10 หลายเดือนก่อน

    BTW... Thank you so much for your work on this!!

  • @JDAeroVR
    @JDAeroVR 10 หลายเดือนก่อน

    I reported this via the roadmap link to the Large Terrain Import feature.... in my notes I added a link to this video.

  • @emanuelecelli4451
    @emanuelecelli4451 10 หลายเดือนก่อน

    Thanks for the video! It seems that we are still memory-bound when it comes to creating a landscape. I've tried to generate a landscape 100km x 100km and it went through all the region generation and the registering actor's stage, but once done it just crashed and the level map cannot be opened anymore...nothing has been fixed and I believe they want just move to nanite for what concern landscapes.

    • @demenzunmedia
      @demenzunmedia  10 หลายเดือนก่อน

      World Partition still seems to be limited to 16k (Edit Layers enabled) or 32k (Edit Layers disabled), I couldn't find the "so called" new "successive batch import" feature that UE5.3 is supposed to have. Maybe it is some hidden feature or command line code you have to use. Until Epic documents it, I doubt anyone will figure it out.
      World Composition can still create large terrains easily. I have created WC worlds up to 260km x 260km. With WC the tile importer also uses significantly less memory.
      Nanite could be used, but Nanite Landscape will still have the same import size limits. You would have to go with Nanite Mesh based terrains, which is another completely different topic with its own issues (no sculpting, no splines, no Landscape auto-materials, etc.)

  • @ethanwasme4307
    @ethanwasme4307 2 หลายเดือนก่อน

    bro nice set!

  • @JDAeroVR
    @JDAeroVR 10 หลายเดือนก่อน

    Well that is good news.... disabling layers... but bad news as we cannot edit the terrain or lay road splines on it. Ugh. Have you reported this to Epic?

    • @demenzunmedia
      @demenzunmedia  10 หลายเดือนก่อน

      It looks like starting with UE5.1 Epic changed the Edit Layers system to use a single layer Texture for the entire heightmap, which limits the maximum heightmap to 16k, which is the largest DX Texture before the engine gives a Max2DTexture error.
      So unless Epic changes the Edit Layers system to work on a per LandscapeStreamingProxy Texture or similar system, then 16k will be the maximum heightmap size supported with Edit Layers enabled.
      This is probably by design with the current code in the engine, and a really bad design.
      I have no idea what they have planned for the UE5.3 "subsequent batch import" feature on the Roadmap, as they would also have to completely change the Edit Layers system from what they currently have. So I doubt that we will see larger heightmap support with 5.3 release.
      The engine is a mess right now.

    • @demenzunmedia
      @demenzunmedia  10 หลายเดือนก่อน +1

      By using a (up to 16k) Max 2D Texture for each Edit Layer, that allows them in the engine to stack Edit Layers as a single texture in a vertical stack.
      So for simplicity sake it is an ok design, but it also limits the maximum heightmap with Edit Layers Enabled to 16k as well.
      Epic needs to change this to one texture per LSP for Edit Layers, that way it supports unlimited size.

  • @Kentyn04
    @Kentyn04 9 หลายเดือนก่อน

    Have you had any luck with the triangulation of HLODs in 5.3?

    • @demenzunmedia
      @demenzunmedia  9 หลายเดือนก่อน +1

      UE5.3 creates HLODs without issue, the Landscape LOD just has to be set first so that the HLOD is a lower resolution mesh.
      The big issue though is that the HLOD Build can require up to 320GB or more memory, so most people will have to create a large manual Windows Page File of 300GB+. Which also means that it takes a long time to create the HLOD since Virtual Memory access is 10x to 40x slower than RAM.
      I have an HLOD Video on the channel here.

    • @Kentyn04
      @Kentyn04 9 หลายเดือนก่อน

      @@demenzunmedia Right sorry, I was referring about your mention on that HLODs in 5.3 doesn't currently 'blend' with the non HLOD tiles and creates the gaps You've shown in the video. I'm currently dealing with that too and haven't found a fix yet :/

    • @demenzunmedia
      @demenzunmedia  9 หลายเดือนก่อน +1

      @@Kentyn04 - Oh, ok, sorry. There is no fix for this that I am aware of. The issue is that the HLOD Mesh edge triangles are not correctly triangulated to match up with the LOD of the Landscape mesh. I have not heard anything about Epic fixing this. The only way that I know of to hide this is with denser fog, and even that isn't a guarantee.

  • @JDAeroVR
    @JDAeroVR 10 หลายเดือนก่อน

    well 5.3 is released sooo we have what we have now

    • @demenzunmedia
      @demenzunmedia  10 หลายเดือนก่อน +1

      The notes on UE5.3 release state that "successive batch import" is added, so I'll have to figure out how to use it and post a video. I couldn't find it in 5.3 Preview.
      I also checked around the Internet, it looks like no one else has figured out how to do successive batch importing either. Leave it to Epic to add a feature and never document it. The number of bugs listed for this release is also getting totally out of hand, this engine is fast becoming a mess. Epic needs a better project manager.

    • @demenzunmedia
      @demenzunmedia  10 หลายเดือนก่อน

      Standard Landscape Import in UE5.3 still has the same Max2DTexture error on anything over 16k.
      So unless Epic has some secret way of importing that is not documented, then it isn't fixed.

  • @tarasvideograf713
    @tarasvideograf713 10 หลายเดือนก่อน

    There is not enough video memory when uploading material for a landscape of 16X16 km in size: th-cam.com/video/6Zt2ncRyUWQ/w-d-xo.html

    • @demenzunmedia
      @demenzunmedia  10 หลายเดือนก่อน +3

      You need a computer with at least 64GB plus a 24GB GPU to work on World Partition with many LandscapeStreamingProxies loaded.
      If you have a GPU with less than 24GB of memory, you have to limit how many LSPs you load to a small number, you cannot work on the terrain with all LSPs loaded.
      With your GPU you can probably have at most 8 to 12 LandscapeStreamingProxies loaded to work on them, then you have to unload those, and load the next set.
      World Partition and World Composition have always worked this way when editing.

    • @tarasvideograf713
      @tarasvideograf713 10 หลายเดือนก่อน

      Thank you for your reply!@@demenzunmedia