How to use Nanite for Games? Unreal Engine 5 for Games - Reduce the Size of your Megascans!

How to use Nanite for Games? Unreal Engine 5 for Games - Reduce the Size of your Megascans!

UNF Games

3 года назад

27,356 Просмотров

Ссылки и html тэги не поддерживаются


Комментарии:

@SidneyJemison
@SidneyJemison - 24.11.2021 03:55

I can't wait! Megascans are great and all but they definitely have a huge footprint on storage and texture streaming. My team has elected to just shrink up the file size as well with the textures. Otherwise you literally can't use them.

Ответить
@yogeshkumar-oc1pg
@yogeshkumar-oc1pg - 24.11.2021 19:12

thank you so much for sharing this knowledge

Ответить
@rabuura
@rabuura - 24.11.2021 19:41

Very nice tutorial. Please keep going

Ответить
@istealpixel7371
@istealpixel7371 - 25.11.2021 02:00

big, big thx!

Ответить
@KendelEx
@KendelEx - 25.11.2021 13:04

wow that's ultra usefull thx

Ответить
@Mukhtar_SH
@Mukhtar_SH - 27.11.2021 16:27

Really appreciate this effort ❤️

Ответить
@pranava4245
@pranava4245 - 28.11.2021 19:19

Where did u get that blend texture

Ответить
@WildWest69
@WildWest69 - 03.12.2021 12:12

I am new to unreal and I am facing a problem .my interface is in full screen and the whole left bar(place Actor) is missing. I accidentally closed it

Ответить
@unrealdevop
@unrealdevop - 09.02.2022 22:35

Great Video man, nicely done.

Ответить
@thenoobdev
@thenoobdev - 08.03.2022 16:16

Nice share!! Looks promising! Too bad that every time you say 'the same quality', 'no loss in quality', etc.. You zoom in and out around so quickly, that it isn't shown.. Going to try your method later and hope it'll be the quality you promise, with a reduced impact on RAM =D

Ответить
@laithalhebsi6823
@laithalhebsi6823 - 31.03.2022 21:26

Can we blend 4 material or just two because the 0 to 1 blend mean we can blend two only right??

Ответить
@TheRealNickG
@TheRealNickG - 07.04.2022 19:48

I love the way you were giggling at Epic's silly notion that we would use something that massive for an individual making a game. I had the same reaction.

Ответить
@EMNM66
@EMNM66 - 04.05.2022 11:59

how do we convert grunge material from megascanes to Greyscale ?? The megascane grunge material shows in green texture.

Ответить
@KaiserMei3235
@KaiserMei3235 - 05.05.2022 02:06

Does this make it easier or harder on the GPU/CPU? The textures are smaller, but does the overall greater detail and process of determining where certain textures should go based off of masks, etc increase GPU/CPU budget?

Ответить
@rafaeldspereira
@rafaeldspereira - 12.05.2022 19:45

With this approach, what do updates look like in quixel? Is it safe to use it without compromising the game using virtual streaming, even with some future Quixel update?

Ответить
@vrai_
@vrai_ - 27.06.2022 07:33

Is there any performance different with traditional layer mask?

Ответить
@Ymoriart
@Ymoriart - 02.08.2022 20:14

Hey, i face some optimization problem, lower my fps, did these technic can increase the fps ?

Thank you

Ответить
@semirukiya5308
@semirukiya5308 - 05.10.2022 14:24

This is a great tutorial, but wouldn't it be better to use triplanar for effects like snow?

Cheers!

Ответить
@dannyl5771
@dannyl5771 - 11.10.2022 23:13

or you can download the medium version of the asset :)

Ответить
@lancasterdevs
@lancasterdevs - 31.01.2023 22:21

Hi!, great stuff! thank you so much for all this information,

I have a quick question.... why not use the original scanned textures as medium quality as background layer... and then use the other layers with surface textures?

I ask this because it would be really nice to keep the original scan textures.. but this could affect the performance? or we can use the original textures and then surfaces textures on the other layers?

Thank you so much for your time!

Ответить
@freekfps
@freekfps - 10.03.2023 19:23

Thank you. It helped me a lot. I do have a question though.
Are you really using (or studios are using) the nanite version for their games? (PC/consoles) or the LODs? I'm asking because, a nanite rock has 3M tris. It'll handle for an open world game? Or combine?

Ответить
@HasimFN
@HasimFN - 11.06.2023 01:07

Just dont download it in 8k

Ответить
@floyd1411
@floyd1411 - 24.07.2023 18:19

Thank you for this tutorial. Works fantastically well for poor people like me that has very limited resourses at hand (shitty Laptop). This works well for mountains and rocks etc. Could this also be done for assets like trees? Is there anyway to have optimal minimal resourses for foilage?

Ответить
@FishMan1nsk
@FishMan1nsk - 09.12.2023 17:52

Dude 200-300 mb for a single asset is still дохуя

Ответить
@L7Art
@L7Art - 09.06.2024 22:15

Everything is working great but I am wondering the best way to use this for multiple assets. Do I make material instances using the Material Attributes? Or Do I have to repeat the process for each item, what is the process? I posted on Discord, but no replies.

Ответить