Nanite allows for millions of poly models to be rendered effortlessly in real time. But how does it work? In this feature video, we show you everything you need to know about working with high-res assets in real-time projects.
Пікірлер: 348
@Azer0sz2 жыл бұрын
The vertex colors baking was REALLY interesting. Ty!
@alekjwrgnwekfgn2 жыл бұрын
Makes me feel better about upgrading 3D Coat, (even though I have ZBrush). It really still is the best for vertex painting.
@singh-wz4ql2 жыл бұрын
hope ue5 also helps in efficient foliage rendering
@gabrielkwiecinskiantunes89502 жыл бұрын
It does regular foliage rendering, requiring classic optimization techniques like mesh reduction and levels of detail.
@remon5632 жыл бұрын
very likely that we will see foliage optimization until late next year (if ever). It mainly depends if they can find a method of using Nanite with WPO.
@adamlentz67082 жыл бұрын
Oh my man, it goes above and beyond foliage rendering. I think the biggest effect will be seen in VR, where the workflow is still very low poly and low texture fidelity.
@adamlentz67082 жыл бұрын
@@agodelianshock9422 absolutely! Nanite is going to revolutionize 3d model workflows and completely deprecate normal maps and masked textures.
@adamlentz67082 жыл бұрын
@@_v_m_ Yeah, but its important to remember this is early access, and performance is going to get a lot better between now and the first public release. Definitely good to know for people playing around with UE5 now and wondering why optimization drops with foliage, though!
@MillanSingh2 жыл бұрын
Would love to see a video just about that final texturing method using the vertex colors.
@magbhitu2 жыл бұрын
I concur - so weird he spent so much time on demoing existing UV centric processes but then ignored the details of how to actually do the new hotness.
@farazkhan48712 жыл бұрын
Thank you, finally a video which is not 2 hours long. You guys should start uploading more vids like this on other topics too.
@silveraddydwimores40852 жыл бұрын
I can't love UE5 enough for all the revolutionary tools that is going to humbly hand down to us lone poor artists that don't work for companies, corps or specialized teams.
@damir20042 жыл бұрын
Yes, UE5 is big step for bigger companies, not for small indie teams :( So sad.
@Bob3D20002 жыл бұрын
@@damir2004 Why? It doesn't cost any more. Not to mention that Silveraddy was saying how happy they are with it, not lamenting it.
@detuneCris2 жыл бұрын
@@agodelianshock9422 photogrammetry is actually free with UE4/5 too... The whole Quixel and megascans are free if you use with UE. And you don't need to travel anywhere until you actually have a project going (and even then, not necessarily), which will require money in the first place anyways. How else are you planning pay to your accountant?
@damir20042 жыл бұрын
@@Bob3D2000 The biggest advantage of UE4 is marketplace with lots of usable assets. First year or two, only big companies will have money for 3D modelers high poly meshes. Megascans is good, I was subscriber before Epic bought them. But they cant be only option. Second thing, you need much powerful computer for development in time when graphic cards are very expensive.
@BorodaWayne2 жыл бұрын
@@agodelianshock9422 JUST USE SCULTIPNG! OH MY GOD! MAYBE GO AWAY FROM GAME DEV AND JUST CRY ON RIVER MAN?
@ARMRgarden2 жыл бұрын
Thank you for this! I like the: no unwrap/vertex color bake solution along with having the granular control of material detail in editor. Would love to see more about that technique.
@RunTheTape2 жыл бұрын
me too! any tutorials ?
@slimefactoryonline2 жыл бұрын
If anyone can teach me this in a 1:1 session (PAID) pls get in contact with me, thx
@alexhooi72682 жыл бұрын
Thank you for covering the different UV workflows, that really stumped me when contemplating the process of unwrapping very high poly models.
@BrianScotland2 жыл бұрын
Nanite is amazing, can't wait for full version with VR.
@lifeartstudios62072 жыл бұрын
big this my guy, add in super resolution from AMD and whooooo buddy that's some good content
@BrianScotland2 жыл бұрын
@@lifeartstudios6207 DLSS plugin already exists
@lifeartstudios62072 жыл бұрын
@@BrianScotland not universal
@quarkyzarky2 жыл бұрын
@@lifeartstudios6207 So? Only a small percent of people (idiots) buy AMD GPUs anyway. Anyone interested in running the kind of VR we're talking about here with UE5 would most def and wisely bought an RTX 3080/3090 or are going to buy Nvidia 4000 series. AMD is an own goal :/
@kazioo22 жыл бұрын
@@lifeartstudios6207 UE5's built-in TSR is significantly superior to AMD's FSR, which is just a simple image filter that doesn't use any engine data.
@harrysanders8182 жыл бұрын
Wow. Proxy Mesh use cases are insane! I thought building with nanite would kill any kind of scalability of a project. But Epic again thought about everything instead of mindlessly pumping out new features. Incredible. Really incredible.
@oozly92912 жыл бұрын
_cough cough_ *Unity*
@DanMcLaughlin2 жыл бұрын
Really appreciate putting this video out, especially in Blender. Note a bit of a mixture of terminology - Smoothing Groups is Max - Hard/soft edges is Blender (and all other apps I believe).
@greaver54702 жыл бұрын
I've been refining my new work flows in UE5, and I must say the time saved is incredible! Even if the end result was relatively the same, the time saved on Nanite (and then Lumen on top of that!) is a TOTAL game changer! Thank you UE!
@cabreram.47342 жыл бұрын
If you're developing for consoles remember Lumen only runs at 30 Fps.
@greaver54702 жыл бұрын
@@cabreram.4734 Thanks, PC only atm. But, I have personally hit 89fps in a personal project in UE5. What have you hit in UE5? So this is console only?
@oozly92912 жыл бұрын
@@greaver5470 have you figured it out yet?
@greaver54702 жыл бұрын
@@oozly9291 If I am missing something, it may have to wait, I went back to 4.26 for the Epic GameJam. If I can get translucency to work in 5 then I'll come back, otherwise I'll go to 4.27 and stay for a while. Any 'enlightenment' may have to wait!
@Simon-iq1yl2 жыл бұрын
Excellent video, well-paced, not too short or too long.
@JimmeeAnimAll2 жыл бұрын
Great stuff Epic Team - as usual. 💖 Am I correct, that "Material Meta" finally 100% shifted to "plain" layered materials, and blending between them is handled by masks, vertex paints and soon probably some kind of generators ?? Just like the offline rendering with procedurals and tileables ?
@alekjwrgnwekfgn2 жыл бұрын
Great video format! And I love the continued featuring of Blender.
@maxmustsleep2 жыл бұрын
awesome video! lots of great insights and honest applications :)
@user-fc7ne6sl3m Жыл бұрын
Whoaaa! A real game changer, brilliant! Thank You
@MichaelofthehouseFalcone9 ай бұрын
I would love to see more info on the material layer blending near the end, seems like a really versatile workflow.
@eldexxo2 жыл бұрын
Awesome. I wonder how the auto lodding affects the vertex paint texturing method. Will it not shift visibly at different distances?
@knl6542 жыл бұрын
Very informative, I was wondering how would I manage to unwrap such high poly model, now that is no longer a concern thanks to this video.
@blendr64 Жыл бұрын
Wow! Excellent techniques & tips. Thanks!
@blendr64 Жыл бұрын
wait, this also has some amazing info for UV mapping, material vertex painting!
@blendr64 Жыл бұрын
lol "...and that's everything."
@FMagno2 жыл бұрын
Thank you very much! Best explanation up until now on this, if you can please create an update video with the change on the full release after the UE5 launch.
@Dannington2 жыл бұрын
Hey Arran - nice! Any other downsides to Nanite other than material restrictions and proxies for collision? Are they efficient to be moved around in the scene or are they more suited to being static scenery? Hope to see you at London is Unreal if it starts up again!
@thegoodthebadandtheugly5792 жыл бұрын
I love this visual!!! Beautiful! 🤩🤩🤩
@machinist10512 жыл бұрын
I really want to see the node graph for the material shown in the video. Any chance we can get project files, an overview, or at least a screenshot of that?
@donchillow5272 жыл бұрын
kzfaq.info/get/bejne/otRih7KrxLqooHU.html Das kann scheinbar was das material kann
@randallcromer662 жыл бұрын
Awesome video and great information...👍
@musicdudem66732 жыл бұрын
im so glad its not live and instantly available
@irecordwithaphone18562 жыл бұрын
It is live though. You can access it using the UE5 early preview
@musicdudem66732 жыл бұрын
@@irecordwithaphone1856 i meant the video, its nice to be able to skip past all the fluff content that makes videos 4-5 times longer than they really are
@irecordwithaphone18562 жыл бұрын
@@musicdudem6673 Ohhhh yeah makes sense
@mgtopics1082 жыл бұрын
Unreal Team You are doing Super Good 🔥
@dow6472 жыл бұрын
Great video, loads of info. In the video at 23:45 - 25:56 baking masked data into geometry/vertex colors, that whole technique. Can someone point me in that direction to learn more about it? Documentation or video, Thanks in advance.
@valtzar32002 жыл бұрын
this, i also need this
@PhilNavidson2 жыл бұрын
We can't see exactly how it's done in this video because we can't see the material node graph, but it's basically going to be a baked map (like AO, thickness, or curvature) which serves as a mask for each texture you want to apply to the object. The mask gets hooked up to a parameter in the material graph so that it can be faded in and out as desired. It's done in the material editor.
@swordsmancity2 жыл бұрын
@@PhilNavidson I think there is no baked maps; but only vertex colors on the actual meshes which are being used as "masks" to switch between different materials, thats why it is the "no unwrapping" workflow. Well at least thats how i understand it. Definitely need more information about that workflow.
@Suthriel2 жыл бұрын
Instead of baking some infos in textures/masks (like roughness/curvature into roughness and curvature textures) you use the vertex colors to store this information - and since those multimillion polygon assets come with multimillion vertexes, that can store all the info, you probably get far better results with that way than with any unwrapping and baking all the info into regular textures/masks. Then in UE, they simply have recreated those smart materials from Quixel (or their Substance painter equivalent), where they blend those layers depending on the information stored in the vertex colors of this asset. E.G. for curvature, instead of using a separtate curvature mask to blend between background material and color, that goes on top, you access the vertex color channel, that got the curvature baked in, and use that for the LERP and blending. All we need now is a good (and free ^.^) way of creating or baking those still required information into vertex colors. As far as i can see, UE5 has no curvature shader (a real one, no screenspace stuff), so we have to get the curvature info from somewhere else.
@swordsmancity2 жыл бұрын
@@Suthriel I think Mixer has real time curvature, but i am not really sure if you can bake that directly into the vertex color of the mesh instead of an actual uv set (also my knowledge about vertex colors is limited) Let me check, i'll edit if thats possible;
@yanovsky62360 Жыл бұрын
I feel 10x more confident in soft soft, thanks!
@fuzziau56692 жыл бұрын
This would make VR games much easier to run. Which I am really excited to see, because visual processing is such a struggle with traditional LODs, especially with shadows or reflections in the mix, or high detail environments with objects
@alexmomot62682 жыл бұрын
Thanks! It would be great if you share UE5 projects you showed with the original DCC project files. 8)
@NourArt02 Жыл бұрын
There is a sixth option you forgot to mention .. Blender has modifier called multi-resolution, you can create a low poly mesh and unwrap it, then add the multi-res modifier sculpt the high details you need
@swordsmancity2 жыл бұрын
I think specifically 5th workflow of unwrapping "Dont bother with unwraps at all", is the best way of texturing your assets and is the future of texture/material workflow, because it is highly customizable, easier to do and does not require high amounts of HDD/SSD space unlike "baked" textures. I am already using similar workflow (not exactly but; i have base matarial sets and using unique grayscale masks to give each asset a unique look while using tileable textures) and am really curious about limitations and details about this particular workflow. I hope we can see more videos/examples/tutorials about this topic. Thanks for the video.
@swordsmancity2 жыл бұрын
@@unrealization3332 From 25:09 to 25:57 he is showing that with using different parameters and giving different tileable materials you can change the whole asset's look, just like how you want while still having the same mesh.
@swordsmancity2 жыл бұрын
@@unrealization3332 I see. Well to me thats a decent price to pay if you wont really be needing any UV unwrapping or needing to bake anything and having those as actual textures. How much of a space is the new vertex colored mesh going to need and how big it will be compared to the masks you will be baking and importing in engine is also another question. Also i think if i really need specific customizations like you mention, i might consider to actually unwrap the same model and use vertex colors for customizations like video shows; and can use UVs to use actual baked masks then with the same mesh, all in theory though :) Edit: Now i think about it, you you can also use different channels of the vertex colors to have those seperate variants of masks to have the seperate look you want.
@swordsmancity2 жыл бұрын
@@unrealization3332 Yeah i agree, that might really hit performance if you use that many different variants/meshes for the same model. In that case i would only import different variants with different vertex colors when i really need it, and would try to live with customizations i already have. Really depends on use case like you said mate.
@perfectionist7242 жыл бұрын
Very informative. I really appreciate these videos 1 question does nanite work on chaos physics?
@StylizedSchools2 жыл бұрын
Quick question, is there any workflow for displacement on vertex painted meshs? for example a stone wall with a secondary plaster texture vertex painted on. Previously you could blend between the height maps and tesselate then displace the result but this doesnt seem possible yet. I figured out I can bake geo based on a height map in the modelling tools but it only supports one height map texture.
@ChiakaChima3D2 жыл бұрын
Impressive guys👍🏾👍🏾❤❤
@ZephrusPrime2 жыл бұрын
Baking masked data into the high poly geo through the vertex colors? I'm a bit confused so if I have a highpoly in ZBrush and I polypaint it ie-Vertex colors how do I bake masks without having UV's so I can then use them for PBR texturing in UE5? I really need to see this workflow better.
@RwanLink2 жыл бұрын
yeah it seems incredible we need to see more
@seby59622 жыл бұрын
With this technique you don't need to bake the masks as textures any more. UE can read the vertex colors. But of course, you can only do simple maths with those masks in UE, noting extreme complex like you can do in Substance Painter
@ZephrusPrime2 жыл бұрын
@@seby5962 Oh, so does that means I can add a mask inside UE5 onto the polypaint data (vertex color map)and adjust their properties in UE like a substance painter light?
@thoeme2 жыл бұрын
@@ZephrusPrime Essentially you can bake grayscale maps to the individual vertex color channels and then in UE paint on those channels if you want to further adjust them. This is typically used to blend between various materials on the same mesh like seen in this example. Of course the detail richness of this depends on the vertex count.
@IGarrettI2 жыл бұрын
Think of them as Uv channels
@ThePedrors2 жыл бұрын
Hey Arran, I'm having some trouble with Nanite and Virtual Shadow Maps. Depending on the angle of my sunlight the shadows cast from my nanite mesh are quite low res. That is exaggerated even more if I use a long camera lens (200 mm for example). I can send you the Unreal forum link with some images if necessary. Any idea what it might be?
@amannin12 жыл бұрын
I'm still trying to understand what the workflow will be with Substance materials that use displacement. So far people are saying you have to tesselate your geometry before brining into UE5, but if that's the case, then you lose the power of parametrization and can no longer adjust detail on the fly. Can anyone explain how or if Substance materials will work with Nanite?
@mariuszpocztowski95652 жыл бұрын
So 4 months have passed, did you learn something new about SP and displacement? I am curious
@amannin12 жыл бұрын
@@mariuszpocztowski9565 Nope. The mystery prevails.
@Niberspace2 жыл бұрын
Nanite has and will always have some drawbacks, so in some cases (like the one you mentioned of parametrization) you'd use the conventional pipeline. Nanites mission isn't to replace every mesh.
@Palexite2 жыл бұрын
Unreal Engine is litterally any tool when it comes to computer engineering. Im so glad this stuff exists!
@JohnDaniels2 жыл бұрын
Nana is amazing, I did a video showing some real world examples performance from ue4 and then in ue5 with Nana and it was unbelievably spectacular. It's definitely a game changer 👍🏻
@davidjimenezsaiz88112 жыл бұрын
Looks awesome. A big problem I see is to bring such high res meshes into Painter or your texturing software.
@toiletfx56792 жыл бұрын
Epic really knows how to make a good game engine :o
@tytotech94982 жыл бұрын
While memory is still a thing, this is super cool!
@hiromichael_ctranddevgames10972 жыл бұрын
Unreal V - is soo awesome, greeting from the American
@fouadchakerbzr76012 жыл бұрын
amazing. the material layers workflows needs more insights, hopefully you come with a separate video. thank you
@Cazaq2 жыл бұрын
Check out his Artstation page.
@quentin45442 жыл бұрын
Immediatly a new subscriber I am !
@RunTheTape2 жыл бұрын
Any good tutorials for the "Don't bother with unwraps at all", vertex painting, procedural damage like option? I'm just getting started with Unreal.
@shikhermyv2 жыл бұрын
Nanite is amazing. I hope it comes to mobile platforms.
@unreal_metronomus6782 жыл бұрын
Guys, i am having problems with the uv mapping. Perhaps i misunderstood the Workflow. I create a low model, unwrapped it and wanted to sculpt it. But when i remesh the model in order to sculpt, i loose the uv data. I tried transfering uv from a copy of the low model onto the sculpt, but it doesnt make any Sense. What ist your workflow? Thanks!
@FattyBull2 жыл бұрын
How do you bake AO, Thickness and Curvature into the R,G,B Channels?
@S41L0R2 жыл бұрын
nice. Sounds cool
@goldenmikytlgp3484 Жыл бұрын
I hope this nanite tecnology can be applied in ithrr softwares too like blender. Would help a lot
@micho5109002 жыл бұрын
I have a question, when doing a model with a lot of small elements like screws and cables, is it better to keep the mesh as a one solid merged object where every vertex is connected to each other, or is it still better to make cables and screws unconnected. Is it completely culled by nanite at some distance, or there's always at least one triangle visible?
@babush62 жыл бұрын
All elements should be like a real object, you don't need to connect absolutely all vertices. But all parts of a mesh can be one fbx object.
@SFtheWolf2 жыл бұрын
moving to a post normal map world is going to take some mental adjustment
@billyjohnny62252 жыл бұрын
I really hope that in the final version of UE5, Nanites can be used even with Skeletal meshes and animated foliage
@uajrh12 жыл бұрын
It will be in the final version
@Abazur72 жыл бұрын
@@uajrh1 How do you know?
@GoatOfTheWoods Жыл бұрын
@@Abazur7 foliage is in already. Skeletal mesh next.
@stepkefreak Жыл бұрын
I would love to see the video about creating this material
@gameguy3012 жыл бұрын
does UE5 support mesh shaders? given Nanites limitation to opaque static geometry, it seems like mesh shaders would be a good fit to tackle everything else. especially something like a dense forest.
@narendramehta66962 жыл бұрын
Nice one bro
@marce287xp2 жыл бұрын
Can you import 3D figures from your computer saves to the game?
@Cloganart2 жыл бұрын
Need this for untethered VR.
@TheFlatEarthChannelcom2 жыл бұрын
Is there an option on quixel to Import nanite mesh with lower resolution textures?
@ilakya2 жыл бұрын
I has try thrown up a bunch of nanite object from Bridge. The poly count literally unlimited. But my PC still can handle only limited amount of texture streaming. Virtual texture do help, But setting those up for multiple assets that share some texture across different material is really tedious work.
@LatinoSoulja12 жыл бұрын
This is going to be a huge game changer for environment/prop artists. But the old fashioned way will remain true for character artists since nanite won't support deformation.
@denniss.3907 Жыл бұрын
what kind of art style are these mountains? what i have to learn to create something like this? i have no idea xD
@kurtXhecticXpl2 жыл бұрын
I think that during the record, the author had a problem with the video drivers. I had the same problem, to fix it I had to instal studio drivers for nvidia.
@rattenschwanz-filmundfotog693 Жыл бұрын
Epic Games. You guys are great. Its amazing to get access to this powerfull Tools for free as a normal guy... To Do some creative stuff
@samduss41936 ай бұрын
I wonder cause resolution is sort of restricted a bit in blender and i d like to animate some realistic character... I wonder the work flow.. Can i build that over Blender, Texturing high res and eventually use Unreal instead of Blender ? would that worth it ? ... thakn you
@xenolit30272 жыл бұрын
Brilliant
@SpookyFairy2 жыл бұрын
Now I know how it works!
@Santuus20232 жыл бұрын
Can nanite customization be used in cinematic production?
@alltheparts2 жыл бұрын
Does Nanite mean that pre-rendered skyboxes like in Final Fantasy 7 Remake are no longer necessary and can be done in real time with the same amount of detail?
@bltzcstrnx2 жыл бұрын
Hope so, but Nanite and Lumen do little help when dealing with sloppy work.
@JB-hb1iv2 жыл бұрын
Does nanite work in VR and AR?
@mx472000 Жыл бұрын
Can you use Nanite for LED Volume ICVFX workflows?
@spiralcraft89572 жыл бұрын
but can it work in reverse? making normal polly count games run better on lowend hardware(lower polly nanite meshes?). that would really bring gaming to the 3rd world... that and low to high rez upscaling would do it.
@robertprescott95772 жыл бұрын
Is there a tutorial on how to create the vertex color?
@Mirakuruuu2 жыл бұрын
Now this is the new beginning of next gen gaming. Cant wait to play the first game ever made to be using nanite. I just hope they dont have the mindset of caring about polycounts anymore
@ultimatumdweebium29652 жыл бұрын
press x to doubt... you should look for cel shaded games most are made in china korea and japan but play the ones from japan cuz japan is an ally of the us while china ain't and korea dunno bout it
@cole17142 жыл бұрын
nice i can't wait for games to take up the entire hard drive now🙂
@cole17142 жыл бұрын
i wanna see those polys RENDER. I want a front row seat
@evil3372 жыл бұрын
Blender + UE5 = Lit Game Creation
@genkidama73852 жыл бұрын
in blender you can have multiple vertex color channels, is this viable in unreal
@4dstuduo2 жыл бұрын
I am not getting "Build Nanite" in FBX import option on my computer in UE5
@TheShadow74262 жыл бұрын
Will nanite eventually replace normal static mesh?
@ApeirogonGames Жыл бұрын
As soon as you guys get it working on skeletal meshes; yes. It will be the end of polycounts :P
@ScorpionVenomStudioGames2 жыл бұрын
Thank you for nice tutorial. So if I have a game project in unreal engine 4.26 and all projects that are in there are supported by 4.26 how and when do I upgrade to Unreal Engine 5? Is Unreal changing its marketplace to support unreal engine 5 soon or do I have to start all over? Please let me know what steps will be taken for translon. A link to a video will be great too.
@doufmech43232 жыл бұрын
You can just open your project with ue5, remember to take backup though!
@ScorpionVenomStudioGames2 жыл бұрын
@@doufmech4323 but the projects are not supported by unreal engine 5... correct? If you where to download a project that supports unreal engine 4.26 how can I use it in 5?
@ScorpionVenomStudioGames2 жыл бұрын
@@doufmech4323 that being said I will try. Do you know of any video links that show someone doing it? Just curious.
@doufmech43232 жыл бұрын
@@ScorpionVenomStudioGames I don't have a video to that, sorry. What you do is simply start ue5 and when it loads you can click on your project files to convert it. Remember to chose the option to open a copy.
@vikgra6303 Жыл бұрын
I think Nanite is good for smaller projects or as a supplement for some LOD objects like trees. But seriously, does anyone think about the amount of data that will be generated? How large games get without normal maps, lowpolys, lods? 500/1000+ gb?
@cghow2 жыл бұрын
👍👍
@peacelover57292 жыл бұрын
how about multiple vertex color channels?
@NightVisionOfficial2 жыл бұрын
Guys, can you add a timeline? Could be useful to skip thing we might already know c:
@FF-FAN9999 Жыл бұрын
wait how do you bake the maps into the vertex colors? id like to see more info on that.
@ijerofei10 ай бұрын
hi, did you find anything?
@alexj7581 Жыл бұрын
Was it really impossible to tell about the last method in more detail?
@Dsyelxia2 жыл бұрын
And for non-static assets?
@realadnoh2 жыл бұрын
Thank you for that very informative Video AND for using Blender ;)
@BorodaWayne2 жыл бұрын
3ds Max / Maya a lot better.
@realadnoh2 жыл бұрын
@@BorodaWayne thats subjective. Blender is accessible for everybody - if you're indie or student - you can start with it + UE without spending money.
@minecraftermad2 жыл бұрын
i do see a little bit of artifacts on edges when moving around...
@TheSlicingSword2 жыл бұрын
DOPEEEE
@davy48422 жыл бұрын
And what you made with it is that scene? Lack creativit you get a C+
@tonytran072 жыл бұрын
Game developers of UE Do you guys use programming or blueprints to program your game? I've been avoiding UE because every tutorial I looked up to learn how to use this engine always uses blueprints.
@daironperezfrias78192 жыл бұрын
Genial, Saludos desde Cuba
@mattloulou1231232 жыл бұрын
Too bad it doesn’t work for transparent foliage :(
@Valconeye2 жыл бұрын
*Yet.
@eriryuukai2 жыл бұрын
They planning to support that in the future so dont worry mate
@Evigmae2 жыл бұрын
But if poly count isn't an issue why not just do the entire thing with geometry?
@boskee2 жыл бұрын
@@Evigmae Because existing assets. You're right about anything new of course.
@mattloulou1231232 жыл бұрын
@@Evigmae I think one of the issues is that nanite also currently doesn’t work with world position offsets, so you wouldn’t be able to animate foliage
@PaulvanRijswijk2 жыл бұрын
I love seeing what UE5 did, but was this not something that Euclideon presented 5 to 10 years ago?
@bltzcstrnx2 жыл бұрын
Any evidence Euclideon got released? You and anyone else can actually try UE5 right now. I say talk is easy, delivering it is another matter.