Nanite Tools and masked material update

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  • เผยแพร่เมื่อ 17 มี.ค. 2022
  • Short little video showing off the little nanite helper tools to help out people having issues with materials and nanite also teasing masked materials working in nanite on the ue5 main branch so they should be here by 5.1
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ความคิดเห็น • 8

  • @Beyond-Studios
    @Beyond-Studios 2 ปีที่แล้ว +1

    ​ @Volkiller Games Wait, which Github branch of UE5 did you pull to get Nanite working with masked+WPO materials?
    I thought you mentioned the main branch on Github in your video, but I just built that branch on my computer and it's not working.

    • @VolkillerGames
      @VolkillerGames  2 ปีที่แล้ว +2

      ue5-main i just built today and its working correctly still. By chance is nanite working at all for you in case you dont know since release nanite now requires DX12 and on 5.1 its a hard requirement + sm6 enabled a way to check is turning on nanite visualization instead of lit mode

    • @VolkillerGames
      @VolkillerGames  2 ปีที่แล้ว +1

      if nanite itself isnt working update windows as well as drivers + set your default RHI like i said above

    • @Beyond-Studios
      @Beyond-Studios 2 ปีที่แล้ว +2

      @@VolkillerGames nanite is indeed working (actually overcame the DX11 issue on my own before commenting on your video), verified that the nanite optimization view mode displays the clusters and triangles as expected. I just tried pulling again and am rebuilding now. I'll let you know if I figure anything out.

  • @MrANavarra75
    @MrANavarra75 8 หลายเดือนก่อน

    Everytimes I turn on Nanite on my tree (masked leaves) It's like my shadows disappears? any suggest?

  • @unrealengine5-storm713
    @unrealengine5-storm713 2 ปีที่แล้ว

    WPO and Masked Materials? .....What's the catch I wonder. If this works as you may expect based on how it works with opaque meshes...endless fields of dense grass come to my mind..

    • @VolkillerGames
      @VolkillerGames  2 ปีที่แล้ว +1

      atm its just masked with WPO hopefully soon enough but overall more detailed tree rather then grass as nanite doesnt like small overlapping objects (for now) as it causes perf issues because how nanite is rendered Overall i can see it leading to more detailed destruction or possibly part of the plans to replace landscape with something nanite compatible. Overall nanite as it stands can replace 90% or so of game geo adding masked and WPO would allow taht last 10% to get smaller. If it supports deformation we could get character support as well. Who knows what we will see in a few engine versions as they get it all dialed in

    • @unrealengine5-storm713
      @unrealengine5-storm713 2 ปีที่แล้ว +1

      @@VolkillerGames Right so. If it supports WPO then I am thinking detailed trees and branches but the foliage leaves themselves traditionally rendered