Nanite Tessellation & Displacement: UE 5.4 Step by Step Tutorial (any asset, not just landscapes)

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  • เผยแพร่เมื่อ 24 มี.ค. 2024
  • Unreal Engine 5.4 brings us an amazing (experimental) new feature - we can now displace any geometry at will, and tweak it in realtime! Previously you could do it with landscapes, and it was not that tweakable. Lets see how we can use it in this video, where I walk you step by step through the admittedly wonky process of making it work.
    In the video i made a typo when editing .ini file, you will not need to re-enable it via console (everything else is the same); fixed lines to add to config:
    r.Nanite.AllowTessellation=1
    r.Nanite.Tessellation=1
    Like the video? Hit the thumbs up. Wanna see more? Subscribe. Want to support AAAAAA gemedev? Consider joining my patreon at / osong (this will help me increase the amount of "A" in the gemedev-tier ladder to infinity)
    Thanks for watching.
    Music: open.spotify.com/track/3018lp...
    my nothingburger twitter:
    / oossoonngg
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ความคิดเห็น • 92

  • @oossoonngg
    @oossoonngg  2 หลายเดือนก่อน +4

    In the video i made a typo when editing .ini file, you will not need to re-enable it via console (everything else is the same); fixed lines to add to config:
    r.Nanite.AllowTessellation=1
    r.Nanite.Tessellation=1
    A super quick example with revolved-type geometry with UVs: imgur.com/a/fkYdiGi
    help support the AAAAAAAAAAAAAAA gemedev (take that ubisoft) by joining my patreon www.patreon.com/osong
    Thanks for watching! Don't hesitate to leave a comment with suggestions and ideas.
    Music: open.spotify.com/track/3018lp7ePr6sm4HeGyKTzu?si=3528709587bc4845
    my anticlimactic twitter with zero cat videos: twitter.com/oossoonngg

  • @juneors
    @juneors 2 หลายเดือนก่อน +3

    about 4 years ago I was trying that in 3Ds Max and it works but the results wasn't good enough , now this is super time saver. I love it!!

  • @vanvelt
    @vanvelt 2 หลายเดือนก่อน +4

    Little Sidenote: CVARs have their syntax without "=". This is only for the ini.-file. If you're in the editor console type: r.Nanite.Tessellation 1

  • @norvsta
    @norvsta หลายเดือนก่อน

    Thanks for the tut!

  • @lummi_vfx
    @lummi_vfx 25 วันที่ผ่านมา

    Thanks for the tutorial! How is this different from the Nanite Tessellation feature that we already had in 5.3? To me it looks like they just added another step to set it up with having to enable the plugin?

  • @ali.3d
    @ali.3d หลายเดือนก่อน

    Great stuff 👌🏽

  • @LumocolorARTnr1319
    @LumocolorARTnr1319 หลายเดือนก่อน

    Thanks! Good video! :)

  • @CarTastic-fv6eo
    @CarTastic-fv6eo หลายเดือนก่อน

    Does nanite displacement can be used with decals or at runtime for example as footsteps or terrain deformation from car tires?

  • @ReapersTruth
    @ReapersTruth หลายเดือนก่อน

    Thank you for this video! it's beautiful! Displacement is amazing all around, question would be if it works with AMD cards too

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน

      it should i guess

  • @Thinksee3d
    @Thinksee3d หลายเดือนก่อน

    Found some good tips in this video. Any idea what the performance cost is versus just using normal maps? I guess for repeating textures across wide areas like floors and walls, this could be the answer since a lot less geometry is needed. The only worry is that when I made this work, and with regular object UV's, the GPU fans went full speed, and I noticed as you get further away from the object with tessalated displacement, you don't seem to see the usual level of Nanite triangle reduction in the visualiser view? Any thoughts?

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน +1

      normals definitely faster than any of that, as your full speed fans suggested haha
      as for other things - needs extensive testing/evaluation. it is version 0.1beta after all

  • @yearight1205
    @yearight1205 2 หลายเดือนก่อน

    What I want to know is how to make the Texture Variation node work with this. Because when I try and use it for Landscapes, it messes things up. Which is unfortunate since it gives a great random effect that if it did work would make landscapes look even better.

  • @adamplechaty
    @adamplechaty 13 วันที่ผ่านมา

    Nice video! Ive been tinkering with this feature but cannot solve the issue of the displacement breaking at seams. How did you get around that?

    • @oossoonngg
      @oossoonngg  12 วันที่ผ่านมา

      copy-paste from same Q:
      hey. make your assets with UVs in such a way that it can repeat textures seamlessly, or paint the displacement maps (in sbsP for example) that it does not go over seams
      i did a test with amphora-style pottery with megascans, UV so it perfectly wraps it, and it worked great imgur.com/a/fkYdiGi

  • @RonnieMirands
    @RonnieMirands 2 หลายเดือนก่อน +1

    What do you think is the better resouces worklow: uses the pure geometry as nanite or use a low poly geo with displacement maps?

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +2

      For natural formations like rocks, caves, as well as repeating patterns like stones, bricks, pottery the nanite displacement is definitely the way to go. Much more efficient asset workflow, and tweakable with interactive feedback at will. Definitely not limited to the examples i named, can work good for scifi paneling, greeble, you name it.

    • @RonnieMirands
      @RonnieMirands 2 หลายเดือนก่อน +1

      @@oossoonngg thanks a lot for your reply and tips man, really apreciated! :)))

    • @nfarquhar
      @nfarquhar 2 หลายเดือนก่อน +4

      @@RonnieMirands One of the primary reasons for this feature was disk size, having a tonne of super high res assets will make your game size/and repo enormous. it can also be harder to work with multi-million poly assets in other applications outside of say zBrush etc..
      But there is a slight performance cost for Material displacement over pure geometry assets, there are pros and cons to both, your project requirements will dictate if you use one over the other or a combination.

    • @mindped
      @mindped หลายเดือนก่อน

      @@nfarquhar slight?... i lose 10 fps on dual 3090s.

  • @ninowvisky
    @ninowvisky 9 วันที่ผ่านมา

    tks

  • @a.zoomika
    @a.zoomika 2 หลายเดือนก่อน +2

    Hi. Without a triplanar, tears appear on the UV seams. Do you know how to avoid this?

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน

      hey. make your assets with UVs in such a way that it can repeat textures seamlessly, or paint the displacement maps (in sbsP for example) that it does not go over seams
      i did a test with amphora-style pottery with megascans, UV so it perfectly wraps it, and it worked great imgur.com/a/fkYdiGi

  • @Q36BN
    @Q36BN หลายเดือนก่อน

    What's the music at the end?

  • @antonlasevich6785
    @antonlasevich6785 หลายเดือนก่อน +2

    This was been in 5.3.2 already. For me this tessellation it's a just a joke because still in 5.4 version no any workaround for mesh holes when mesh has sharp edges or multiple materials.

  • @tomaszzaborek4413
    @tomaszzaborek4413 หลายเดือนก่อน

    I have got stupid question, Time 10:27 What key do you use to invoke multiply, value etc. :)

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน +1

      M, S
      I'll cover this on upcoming vids

  • @KBFNGG
    @KBFNGG 2 หลายเดือนก่อน +2

    Just curious, the tech is impressive in terms of visuals, but what happens with complex collision (if anything at all)?

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +1

      Collision entity is (can be) decoupled from geo itself, so no worries about that

    • @KBFNGG
      @KBFNGG 2 หลายเดือนก่อน +1

      @@oossoonngg so if you create a rock and the player steps on it, the foot will go through the displaced geometry until it reaches the original collision? Therefore displacement has no opt-in for generating collision. Is that right?

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +2

      You can always tweak the collision afterwards, but yeah you got the gist more or less.

    • @KBFNGG
      @KBFNGG 2 หลายเดือนก่อน +1

      @@oossoonngg gotcha. That still makes me wonder how that would apply to tesslated landscape geometry where collision is somewhat important. 🤔

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +2

      this is to add detail and all that, definitely not end all be all solution, at least in its current form, or that's how i see it

  • @nikadams8091
    @nikadams8091 2 หลายเดือนก่อน +2

    What would really blow my mind, is when we could vertex paint with displacement and see the displacement while actually vertex painting...also i am trying to figure out how to make an on top shader like snow for example where only the snow has displacement but not the rest!!

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +1

      seems like this could be sorta done with niagara? just thinking out loud at this point, don't quote me on this one
      edit: seems like what you have in mind can be done with materials as well, not sure how well the transition from underlying mat to snow will look though

    • @nigelpassage2
      @nigelpassage2 2 หลายเดือนก่อน

      You mean with the heightlerp function? th-cam.com/video/VXYFfRnKw04/w-d-xo.html

    • @ianzander5057
      @ianzander5057 หลายเดือนก่อน

      you can

    • @ianzander5057
      @ianzander5057 หลายเดือนก่อน +1

      and you can use tessellation for landscape materials and blend them

    • @nikadams8091
      @nikadams8091 หลายเดือนก่อน

      @@ianzander5057 Yes, i already knew how it works with landscapes and since today i know how the top shader for meshes with displacement only for the top shader works! It basically works with a vertexnormalws node, masking the blue channel and of course some additional nodes, then lerping bottom and top using the vertex normal setup as alpha)

  • @NUCLEARARMAMENT
    @NUCLEARARMAMENT หลายเดือนก่อน

    Will these features work with avatars or skinned geometry?

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน

      same limitations/workarounds as nanite

  • @Clazzid
    @Clazzid หลายเดือนก่อน

    Should be masking out the B channel from the ORDp texture to get the actual displacement

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน

      Did that on the vase example

  • @TheShinyHaxorus3D
    @TheShinyHaxorus3D 2 หลายเดือนก่อน

    Does nanite displacement on landscapes also work with Virtual Textures? That and the performance has kept me away from heavy nanite usage for the time being

    • @mindped
      @mindped หลายเดือนก่อน

      yes but still majorly broken. I use RVT on a nanite poly mesh with displacement... and it will drop to 1 fps if i zoom really close to it and sometimes freezes the editor.. and if i ctrl at delete the editor at that point it locks up my computer causing the need for me to hit hte power button on my tower.

    • @surajprakash3181
      @surajprakash3181 หลายเดือนก่อน

      @@mindped is it possible to apply tesselation on a auto landscape material? i am having trouble doing it

    • @mindped
      @mindped หลายเดือนก่อน

      @@surajprakash3181 dont see why not. All the tutorials on youtube or for terrain and tessellation

    • @surajprakash3181
      @surajprakash3181 หลายเดือนก่อน

      @@mindped I am yet to find a tutorial on a complex auto landscape which shows tesselation😢 I just have poor technical knowledge so it makes it harder ..

  • @someone_who_looks_like_me
    @someone_who_looks_like_me 2 หลายเดือนก่อน

    What about skeletal meshes? Will that work too?

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน

      Same restrictions and workarounds as nanite

  • @arielshpitzer
    @arielshpitzer 2 หลายเดือนก่อน

    plz explain how to control texture size.... i found out alone but it took my some time.

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +1

      will record vids on materials, including your question when 5.4 drops

  • @jessesirman955
    @jessesirman955 20 วันที่ผ่านมา +1

    It was working then suddenly it wasn’t and now my nanite visualization and lumen visualization viewports don’t work anymore.

    • @oossoonngg
      @oossoonngg  15 วันที่ผ่านมา

      5.4 is full of "surprises", both on mac and pc. i've been scrolling through forums (and posting problems as well), there is a lot of instability, let alone experimental features 🎆

  • @AGCreationsflorida
    @AGCreationsflorida 2 หลายเดือนก่อน +1

    Things like this and terrain deformation when a player walks over it should be a lot easier to add in... With how easy other things are come on lol..

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS 24 วันที่ผ่านมา

    Is it possible to apply permanently displacement to landscape so I can see it in path trace render too?

    • @oossoonngg
      @oossoonngg  24 วันที่ผ่านมา

      pathtracer does not support nanite, so displace it in modeling mode or something else

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS 24 วันที่ผ่านมา

      @@oossoonngg i know that i can displace a mesh in modeling mode but is there a way to apply displacement to landscape too?

    • @oossoonngg
      @oossoonngg  24 วันที่ผ่านมา

      i mean... have your landscape as a mesh, displace it as you want, render. just treat is as a static mesh - or indeed treat a static mesh as a landscape

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS 24 วันที่ผ่านมา

      @@oossoonngg oh ok :) it seems there is not a way to apply it directly to the landscape object. I was asking for that as I use a landscape auto material (that use displacement) that need height information. If I work on a mesh as landscape it is impossible to make use of it.

  • @yantingye1677
    @yantingye1677 2 หลายเดือนก่อน +2

    I'm a bit disappointed, but we still need to manually modify the Default Engine. ini file to make the replacement effective. Why can't developers add these two pieces of code to the Default Engine. ini file?

    • @nfarquhar
      @nfarquhar 2 หลายเดือนก่อน +2

      I think the feature is still in Beta or experimental, once it becomes a production ready feature, it might be enabled by default. or a toggle on the project settings instead of the ini

    • @yantingye1677
      @yantingye1677 2 หลายเดือนก่อน

      I hope so@@nfarquhar

  • @Welsen81
    @Welsen81 2 หลายเดือนก่อน

    Hi, great preview vid, small typo in config "r.Nanite.Tesellation=1" !== "r.Nanite.Tessellation=1".

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +1

      You are right! My bad. Fixed the typo in the description. Thanks. I feel so foolish overlooking this haha

    • @snookofficial7211
      @snookofficial7211 2 หลายเดือนก่อน

      I'm assuming this is why you had to re-enter it into the console@@oossoonngg
      Great video btw, saved to my useful info playlist ;)

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน +1

      yep, just checked, it was because of the typo

  • @nigelpassage2
    @nigelpassage2 2 หลายเดือนก่อน

    is this the cheapest way of creating depth at the moment?

    • @bennyweimer2345
      @bennyweimer2345 2 หลายเดือนก่อน +2

      parallax occlusion mapping is cheaper but it isn't real geometry, same with bump off set mapping. With that said if you want actual geometry its cheapest to pre-make the mesh. this probably is the cheapest way to do dynamic material tesselation but its not super cheap per say.

  • @ArchDesignStudio1
    @ArchDesignStudio1 26 วันที่ผ่านมา

    why i dont have this ini files

  • @fallohide7418
    @fallohide7418 2 หลายเดือนก่อน

    does this work with path tracer?

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน

      Nanite doesn't work with it iirc

  • @demonhogo
    @demonhogo 10 วันที่ผ่านมา

    what does this have to do with Ableton?

    • @oossoonngg
      @oossoonngg  10 วันที่ผ่านมา

      Where does it say it does?

  • @gus2673
    @gus2673 2 หลายเดือนก่อน

    Does it work on Apple Mac?

    • @oossoonngg
      @oossoonngg  2 หลายเดือนก่อน

      I heard people had trouble with it

  • @mindped
    @mindped หลายเดือนก่อน

    dont get it twisted.. the feature is still majorly broken. If i zoom in really close to mine it well drop the fps to like 1 fps or freeze the computer. At least thats what was happening with my RVT to nanite displacement tests.

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน +1

      I showcased an experimental feature and how to enable it. It's not game of thrones, there are no twists

    • @mindped
      @mindped หลายเดือนก่อน

      @@oossoonngg and i appreciate that. Just wish it was useable. Im working with it right now because i want to release an asset, but i have to work very carefully lol.... literally gotta disable and only enable it when my camera is far enough away from it.

  • @Mittzys
    @Mittzys หลายเดือนก่อน +1

    cant wait for the next wave of unoptimised lazily made games

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน

      or you can do the "Todd Howard on live TV" and suggest to upgrade your PC, hehe.
      ps - it was sorta heavy handed and goofy, but sometimes it is not as outlandish an idea. does not excuse non-optimized mess though

  • @CataleptiCat
    @CataleptiCat 22 วันที่ผ่านมา

    5.4 is fully-released, so where's the materials tutorial? You promised us, pwease???? 4:27 UwU

    • @oossoonngg
      @oossoonngg  22 วันที่ผ่านมา +1

      🫠 running a bit late

  • @glenn3646
    @glenn3646 หลายเดือนก่อน +1

    Its kinda to many steps , but hey its unreal

    • @oossoonngg
      @oossoonngg  หลายเดือนก่อน

      list should get shorter when this will be considered 'ready'

    • @glenn3646
      @glenn3646 หลายเดือนก่อน

      @@oossoonngg yes I think your right

  • @johnstifter
    @johnstifter 2 หลายเดือนก่อน +1

    Noooooooo! why is there another UV format please no lol

  • @Deck_Dynasty
    @Deck_Dynasty หลายเดือนก่อน +8

    Lol, what a joke of a new feature. You have to enable it in 72340 different places: the plugin settings, 2 .ini file lines, 2 editor commands, a checkbox in the material, the mesh itself...

    • @MinecraftLD10
      @MinecraftLD10 หลายเดือนก่อน +3

      Its because this is still an experiment / beta feature, not a production ready feature, its why they had a particular studio talk about it, because they built their workflows around using it for the game. Once it is updated to production ready, then a lot of this will most likely be not needed at that time.

  • @seadffsa
    @seadffsa 2 หลายเดือนก่อน

    "step by step" * RANDOMLY SKIPS STEPS AT 5:37 *