Комментарии:
I've got a 4070 super and I can't paint like that. It's not a smooth stroke, it's all spotty.
ОтветитьI started working on a project on the basic square tile, and now I'm thinking of ways to expand the view outward even though I'm not going to expand the play area much more, so I'm not sure what to do, bring in a giant circle plane and put it beneath the tile? Nanite the hell out of it?
Ответитьdid you really leave that HDRI up for the first 30 secs to make the viewers think that was your realtime result in the hope people would continue to watch the video?... and then pretend "oh.. oops, i'll just turn that HDRI off" come on man that was super awkward :|
Ответитьit needs a dense version just like real manicured grass for archvis purposes
ОтветитьI wonder how to create realistic grass in less time as possible. For me something to be realistic is about having variation of color and size as big spots, like in real world. With foliage I can use al the models I want, but considering that lumps of grass are always little, it uniforms too much and the result is not realistic. I thought about creating large lumps with variation but it is a problem where the lawn is steep or there are pools and other cases. The only solution would be to paint manually using different models color, size and height, but I think this should be done automatically, using some sort of height map to apply to the whole lawn, changing variation of models still based on the height map. Would be nice some way to do that without losing sometime even hours...
ОтветитьFUCKING USELESS VIDEO
ОтветитьVery promising. Thanks for showing this new technology. A natural improvement that can make life easier it can be the automatic assignament of grass to a landscape master material layer. Could you please make a quick tutorial on how to achieve this? I have tried something similar using a Landscape Grass Type in Unreal Engine 5.1, but (even if every grass mesh has the nanite checkbox checked) UE5 continues to use lod(s) and billboards in the long range.
Ответитьmy grass disappears when it's far away, even with the new "Preserve Area" feature. Does anybody know how to fix it?
Ответитьhi sir please I need help
when I nanite trees or grass their color disappear, I try to remove two sided and mask but it doesn't helped me Please help me someone
Why does nanite for plants not work for me?
ОтветитьGreat video as always man!
ОтветитьHi i am new to this when i tried it my grass/trees turned grey like the floor as if they had no materials, normals. Any idea why and how to fix it?
ОтветитьWhat grass is it?
ОтветитьOh my god, the fucking content browser is so goddamned annoying in unreal 5. Its constantly popping up or covering shit so I cant see the sidebars. Fuck the content browser, we need to boycott Epic until they fix it
Ответитьhi, can someone tell me why it removes my texture when I switch to nanite?
ОтветитьWill this be fully animated though in the official 5.1 release? That's when I will become a believer in this Nanite stuff!
ОтветитьFoliage is not interesting when it doesnt have interaction with wind.
ОтветитьWhat kind of mateial is applied to these plants? Does it have an alpha (opacity) map?
Ответитьwhen i try to nanite my brushify grass it turns grey and the same for trees : (
Ответитьhey, can i get some help. i followed the video exactly but my materials is going grey when nanite turned on. using Dviz tree pack as well. and also sm6 turned on. any help appreciated
ОтветитьIs Nanite mobile support in development? I'm making a game on multiplatform and the Nanite I'm working on right now is a fascinating technique I want to apply to plants. However, considering the mobile environment, I am hesitant.
ОтветитьThere are some big elephants in the room here - foliage without movement (wind sway and dynamic folding away from player) is definitely not "next gen" and will never tick the realism box. Shadowcasting of foliage and ambient occlusion also has issues. Nanite however is great for rocks - just expect UE5 games to all be set on mars until they can solve the dynamic geometry problem (if that is even possible with Nanite's implementation)
ОтветитьFor everyone who's materials keep disappearing nanite doesn't support translucency. There is more than likely a translucent/transparent component within your material. Nanite also doesn't work with glass for this reason. It has nothing to do with engine versions like the guy keeps posting.
ОтветитьThe next step is getting nanite / foliage to cast shadows properly, soon hopefully :)
ОтветитьIt does not make any sense to enable nanite on grass as static meshes because you cannot enable wind on Grass and you cannot give a little bit of life in your world with a little breeze of wind. Your world always will be static and not a life-feeling because you cannot enable wind on nanite meshes!
Ответитьis this the UE5 github? the actual 5.0.2 doesn't support masked two sided foliage (on nanite)
ОтветитьMy grass is getting either darker or lighter in distance how do i fix this?
Ответить❤️
ОтветитьWait I thought Nanite didn't work with grass? Is this grass geo?
ОтветитьCool. But as long as nanite doesn’t support WPO, this is only useful for still images.
I would imagine allowing offset on a mesh that is virtualised whilst staying performant is a very difficult challenge to overcome.
Still, 3 years ago, virtualised geometry seemed like pure fantasy. So fingers crossed.
I think the main issue is still foliage interactions. Like wind and player interaction so things move.
ОтветитьThis is getting real
ОтветитьI'd be curious at how much better this would preform if you added some rolling hills, it's cut off a good chunk of the distant, low triangle counts. Not great for a prairie simulator, but pretty great for anything else. ;)
Ответитьwhat is this project on start video you closed?
ОтветитьNice video, I still have my questions on a few things about animated shaders on 'nanited' meshes (for wind in foliage or interactions with character), Nanited skeletal meshes should be on their roadmap, but despite all of this and reduction in memory, I still wonder why the frustum culling doesnt work with Nanite ? 🤔 (in the version 5.0.2 so far)
Could save even more ressources and improve performance overall based on only what the player/camera is looking at. (command to check what is load/unload inside and outside the frustum : 'freezerendering' ) 🧐
How did you transform this grasses into nanite? Nanite doesnt support two sided materials. And how your nanite grasses didnt disappear with distance? Nanite aways disappear small objects
ОтветитьIf i do this textures stop working ?
(Using Quixel as a resaurce)
I hope Nanite receives updates soon, with more and better support for different meshes
ОтветитьWhile this is great, you can not just convert any foliage to the system. Nanite has always worked with poly meshes. Most foliage uses a material that approximates with a masked method that still can not be Nanite.
ОтветитьBro could make a video like but for me metahumans?
Ответитьso cool! cant wait to see what game devs can do with these tools super excited for aoc which is using ue5 but either way looks very good
Ответитьso relaxing to watch
ОтветитьThe most important question is whether the trees and grass work while being animated with the wind....Would like to see this with Nanite in 5.1
ОтветитьThat is awesome!
Ответитьif it works with the wind it will be a bomb :)Next station - metahumans:)
ОтветитьBut...why ?
Ответить40+ FPS... I Hope It will improve
ОтветитьGreat! Do you need any extra plugin or setting enabled in project settings?
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