UE5 Mesh Tile TIN Terrain Part 2 Nanite

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  • เผยแพร่เมื่อ 17 ม.ค. 2025
  • Unreal Engine 5 Mesh Tile TIN Terrain Part 2 Nanite.
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ความคิดเห็น • 15

  • @demenzunmedia
    @demenzunmedia  5 หลายเดือนก่อน +2

    Be sure to check out my Discord server's TerreSculptor channel for the latest information and screenshots on this Mesh Tile Terrain system! Discord address on my website Contact page.
    The next performance test of the Mesh Tile Terrain system will be a 16384 x 16384 terrain setup. Then I will be testing a massive 300km x 300km Mesh Tile setup. I already have the assets created for both maps, I am now building the levels in UE5.4. I will be posting videos of the results as soon as I have them completed. I would also like to try testing a TIN Mesh system using the Mesh Tile technique, like what Racing Sims and Flight Sims use.

    • @upc9887
      @upc9887 5 หลายเดือนก่อน

      will it work with 8gb vram?

    • @demenzunmedia
      @demenzunmedia  5 หลายเดือนก่อน

      @@upc9887 - Definitely yes.
      The performance results that you see in this video for the i3/GTX1650 system, the GTX1650 only has 4GB GPU memory, and at 1920x1080 it gets over 50FPS on that low-end card.
      I will be doing performance tests on the same systems with the 16km x 16km mesh tile terrain in the next few days, and I will be releasing a video on that as well. So I will then be able to see how well a low-end 4GB GPU memory card works with a 16k mesh tile terrain.
      I will be testing the 16km terrain system with more systems here, to get a better idea of total performance on multiple computer hardware levels.

    • @upc9887
      @upc9887 5 หลายเดือนก่อน

      @@demenzunmedia i hope i can create 200km terrain with 8gb vram because with normal landscape it uses more than 10gb of vram and crashes

    • @demenzunmedia
      @demenzunmedia  5 หลายเดือนก่อน +1

      @@upc9887 - Watch my channel over the coming days for my next videos on a 16km and a 300km mesh tile terrain system. I will have development and performance information on multiple computer systems with 4GB to 24GB GPUs. I am fully expecting the mesh tile terrain system to outperform the standard UE Landscape system. As I get further into the mesh tile system, I will be releasing videos on material setups and more. I would also like to get into a workflow for TIN (Triangulated Irregular Network) mesh tiles, which will easily beat UE's Landscape.

  • @capzor
    @capzor 5 หลายเดือนก่อน

    dang, nice! good performance.

  • @rabellogp
    @rabellogp 5 หลายเดือนก่อน +1

    Nice one!
    I've been able to get better performance with non-nanite landscapes in some situations. But It's mandatory to spend some time tweaking the landscape LOD settings as the default is indeed more expensive. Also as the landscape LOD is not adaptative to the landscape shape, it'll always look worse than nanite even with large minimum triangle sizes.

  • @peacesells2847
    @peacesells2847 5 หลายเดือนก่อน

    Great info! Are you using static meshes for the terrain or are you using Unreal's Landscape with the 'Enable Nanite' option on? Thanks for making these informative videos!

    • @demenzunmedia
      @demenzunmedia  5 หลายเดือนก่อน +2

      Thanks. This is a fully 100% Static Mesh Tile Terrain system. It is not using Landscape. This Mesh-based terrain system easily out-performs Landscape.
      I am using the features in TerreSculptor 3.0 to create a tiled OBJ format 100% Static Mesh terrain, with texturing. TerreSculptor's new features make this very easy to do.
      FYI I just completed initial tests of the 16km x 16km 1-meter-vertex-spacing mesh tile terrain, and I am getting 150+ FPS on my R9/RTX-3080. That video is coming up next, as soon as I complete the texturing. Followed by a 300km x 300km mesh tile terrain system. I am also going to look into creating a TIN Mesh system from these Mesh Tiles, for ultimate performance.
      Just to emphasize, this is NOT using the UE Landscape system. It is 100% Static Mesh.

    • @peacesells2847
      @peacesells2847 5 หลายเดือนก่อน

      @@demenzunmedia Great to hear that! Cheers!

    • @peacesells2847
      @peacesells2847 5 หลายเดือนก่อน

      @@demenzunmedia So I guess the TIN mesh would be expected to perform better due to the lower triangle count... It will be interesting to see the results! I guess the downside of using static meshes instead of Unreal's Landscapes would be the absence of the editing tools like Landscape splines, layers, foliage, etc... Looking forward to see the results!

    • @demenzunmedia
      @demenzunmedia  5 หลายเดือนก่อน +1

      @@peacesells2847 - Yes, the TIN optimized mesh can have a 10:1 to 100:1 or more reduction in triangle count depending on how optimized it is. TINs are used in almost all open world racing games and flight simulators. I'm going to see if I can do a mesh grid center selection and turbo optimize in Adesk Max, and if it can do it, I will try out a TIN mesh terrain as well. I'm not expecting higher framerates, I am expecting a significant decrease in GPU resources and project file size due to the much smaller optimized mesh assets. So 4GB GPUs would be able to load up a lot more scene assets with the TIN meshes, for a much greater view distance etc. The UE5 Landscape actor simply cannot compete at all with TINs.
      Yes, you lose the Landscape editor tools that Epic has developed for the Landscape system, such as Edit Layers, terrain sculpting, etc.
      AFAIK you can still use Splines with Meshes, but I haven't tried them for mesh deformation. And multiple foliage systems should still work fine with mesh terrains. With a mesh terrain system, you end up having to effectively create the final terrain before importing the assets into UnrealEd. I am going to see what I can do with Material Systems for mesh-based terrains once I have a better understanding of what I can and cannot do for terrain size.
      The biggest advantage to the Mesh Terrain system is that I should be able to easily go up to 300km x 300km and larger, whereas World Partition is limited to 16km x 16km with Edit Layers enabled. And the updated tools in TerreSculptor for Mesh Terrain creation really allow for easy asset development. TerreSculptor also has complete high quality "alpha brush" stamping tools built in, so that eliminates that feature in UE5 Landscape as well.

    • @peacesells2847
      @peacesells2847 5 หลายเดือนก่อน

      @@demenzunmedia Thanks a lot for the rich response!

  • @CommanderColson
    @CommanderColson 5 หลายเดือนก่อน

    how did you render the google earth texture onto the terrain?

    • @demenzunmedia
      @demenzunmedia  5 หลายเดือนก่อน +1

      It looks similar but isn't Google Earth. TerreSculptor 3.0 has the ability to download and use Earth Heightmaps (DEMs), Earth Satellite Maps, Earth Topography Maps, and Earth Street Maps. All of the assets are completely sourced within TerreSculptor and open license.
      The Satellite Map texture was downloaded right in TerreSculptor, split into tiles using the TerreSculptor Tile Creator, and rendered using standard UE Texture Materials.