Unreal Engine 5.4: Nanite Tessellation in 10 Minutes | 2024

Фильм және анимация

Level up your environments in Unreal Engine 5.4 with Nanite Tessellation! This tutorial takes you through creating a stunning desert scene, complete with realistic tire tracks, using Nanite for landscapes, Gaea for terrain sculpting, and an awesome slope masking auto material.
Supporting files:
buymeacoffee.com/realityforge...
= Quixel Bridge Megascans ID =
Canyon Rocky Ground - Vbznabun
Desert Western Ground Mud Coarse 01 - Vepxaa1cc
Mud Tire Tracks - Tc0jdges
Jeep Wrangler:
wirewheelsclub.com/models/198...
= Timestamps =
00:00 - Intro
00:14 - QuadSpinner Gaea Community Edition
00:22 - Gaea Template
01:12 - Setting up UE Project
02:22 - Quixel Bridge
03:09 - Materials Setup
05:59 - Material Instance
06:33 - Landscape Coords
07:08 - Nanite Displacement
08:01 - Landscape Painting
09:58 - Adding a Car
10:42 - Outro
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---
WHO ARE WE?
Reality Forge is an Epic Games Unreal Authorized Training Center providing Unreal Engine training to students and professionals. Through our videos here on this channel and our blog, we run courses and tutorials on Unreal Engine and other GCC tools.
This course was taught by:
Shaun Ansari, Unreal Authorized Instructor partner at Epic Games | Co-Founder & CEO of Reality Forge
#unrealengine #unrealengine5 #unrealengine5tutorial

Пікірлер: 84

  • @stormrungaming
    @stormrungaming20 күн бұрын

    To fix the sharp points, go to the material. select anywhere in the main graph OFF a nod (to select the main material settings where you found Enable Tessellation) and search for Displacement. Change the Magnitude to a lower setting besides 4. 1 worked for me.

  • @vespiary2066
    @vespiary20666 күн бұрын

    Easily the best UE5 tutorials I've watched! Thanks brother

  • @Rforge

    @Rforge

    5 күн бұрын

    Thank you for the kind words!

  • @tamseelalvi
    @tamseelalvi4 күн бұрын

    Great video. Pretty difficult to maintain good pacing in such videos without making them boring. Great to see you explain why you were doing what you were doing.

  • @Rforge

    @Rforge

    2 күн бұрын

    Glad you enjoyed it!

  • @Gotitmade1
    @Gotitmade116 күн бұрын

    Love it! So concise. And cool voice too!

  • @neilhilken
    @neilhilken8 күн бұрын

    Thank you for the detailed walkthrough, this is really helpful!

  • @Rforge

    @Rforge

    7 күн бұрын

    Glad it was helpful!

  • @Elysium3D_
    @Elysium3D_29 күн бұрын

    Great until the car has to make a turn

  • @danelokikischdesign
    @danelokikischdesign14 күн бұрын

    It works great! Thank you so much!

  • @astedroid
    @astedroid10 күн бұрын

    brain nourishment, thank you!

  • @user-ey6dr8ij5e
    @user-ey6dr8ij5e28 күн бұрын

    r.Nanite.AllowTessellation=1 r.Nanite.Tessellation=1

  • @chingizzhumagaliyev9572
    @chingizzhumagaliyev957228 күн бұрын

    Hey PPL! Don't forget to change the magnitude. It might break the visuals for you.

  • @mmertduman
    @mmertdumanАй бұрын

    How did I not find this channel before? Your content is great! This is what a tutorial should be like.

  • @Rforge

    @Rforge

    Ай бұрын

    Thank you for the feedback!

  • @boris_indrikov
    @boris_indrikov28 күн бұрын

    Wow! This is a very useful great tutorial! Thank you🙏😊

  • @ammarali6673
    @ammarali6673Ай бұрын

    That was helpful. Thanks Shaun!

  • @Rforge

    @Rforge

    Ай бұрын

    Thank you

  • @play-good
    @play-good13 күн бұрын

    simple and straightforward Thx u so much bro😍 But i have a simple question What About Performance using texture driven Tessellation

  • @MrLarsalexander
    @MrLarsalexanderАй бұрын

    Have you/anyone ever tested to use landmass with blueprint brushes to create biome areas with the textures you would have used as a landscape material layer to actually get collision on the displaced surface? Like if you want a crater like this, you would add it to the landscape using the landmass brush blueprint, and also make the height map in Gaia with tiny detail displacement by using the textures in gaia/world creator to be able to add the displacement masks to the actual height map?

  • @aakhn3907
    @aakhn3907Ай бұрын

    To the point and Informative. Good content!

  • @Rforge

    @Rforge

    Ай бұрын

    Glad you liked it!

  • @stevenchan928
    @stevenchan92829 күн бұрын

    Thanks for the teaching, there is a little problem I came to, there are few something like small gravels when I move close to the ground after nanite was actived.

  • @PolyRidge
    @PolyRidgeАй бұрын

    fantastic, again, your break downs are amazing, thank you so much!!!

  • @Rforge

    @Rforge

    Ай бұрын

    Glad you like them!

  • @Leo7531
    @Leo7531Ай бұрын

    hey i used this technique to make the landscape, whenever i zoom into the landscape the nanite breaks when the camera angle is parallel to the surface of the landscape, or when the camera is close up to the surface, is this a nanite/tessellation bug or is there something im doing wrong with the landscape?

  • @tommiebennett
    @tommiebennettАй бұрын

    Thanks for the great content.

  • @Rforge

    @Rforge

    Ай бұрын

    Thank you for the support! -Shaun

  • @malikgillani
    @malikgillaniАй бұрын

    as usual, very helpful, still so much to learn from you :-)

  • @Rforge

    @Rforge

    Ай бұрын

    Thank you !!!! Always a pleasure having you around! -Shaun

  • @HussinKhan
    @HussinKhanАй бұрын

    Thanks Shaun!

  • @Rforge

    @Rforge

    Ай бұрын

    Thank you Hussin as always ! -Shaun

  • @sutuvfx
    @sutuvfx19 сағат бұрын

    great tutorial men...as of now, can we do this in unreal enngine 3.2?

  • @ramondflx
    @ramondflx27 күн бұрын

    Incredible video

  • @vishwasraj1341
    @vishwasraj134125 күн бұрын

    This is more of a material blending and creating custom BP for high resolution mesh to use through nanite. Anyways it's a nice experience you share.

  • @LAZAREV3D
    @LAZAREV3DАй бұрын

    Is it possible to animate the texture of wheel tracks so that it appears behind the movement of the car? For a sequencer, not for game logic

  • @jaceareleous5160

    @jaceareleous5160

    Ай бұрын

    Perhaps you can do this with a shader

  • @MrLarsalexander
    @MrLarsalexanderАй бұрын

    Would it not be better to make those materials (master megascans material) into a material function, and then use them as material functions in the landscape master? That way you can keep all the settings that come with the materials. And if you make the textures a parameter texture sample, then you can also change them very quickly later for other biomes.

  • @cgxlv
    @cgxlvАй бұрын

    Great video. 👏

  • @Rforge

    @Rforge

    Ай бұрын

    Thank you! 👍

  • @VladimirBelous
    @VladimirBelousАй бұрын

    Thanks, very SUPER!

  • @Rforge

    @Rforge

    Ай бұрын

    Glad you like it!

  • @user-mr6bl5hw1r
    @user-mr6bl5hw1rАй бұрын

    Super Nice tutorial

  • @Rforge

    @Rforge

    Ай бұрын

    Thanks for the feedback!

  • @VRDivision
    @VRDivision28 күн бұрын

    Good stuff ma man!

  • @Czaja1991
    @Czaja199128 күн бұрын

    Hi, does it work with Pathtracing?

  • @raghidalsayek7019
    @raghidalsayek7019Ай бұрын

    Very helpful thank you very much

  • @Rforge

    @Rforge

    Ай бұрын

    Glad it helped

  • @RollieHudson1
    @RollieHudson1Ай бұрын

    Thanks for all these steps. I followed right up until the end for the primary landscape. What I'm left with are the "tiny mountains" all over the landscape when up close. This seems to me to be a displacement value setting but it's not clear to me where I change it or how to get ride of the "tiny mountains" that are spread all over the landscape. I'm not sure how to change it in the exposed Material Instance settings or in the Master Material graph that I just created. Any suggestions on how to complete this landscape so that it's usable when the camera is up close to it (at the car level for example)?

  • @RootsterAnon
    @RootsterAnonАй бұрын

    Amazing!!!

  • @jorricktv9550
    @jorricktv9550Күн бұрын

    but it looks bad once you walk on it no ? because the discplacement is on gpu but not on cpu ... If there is a way to make it look good in actual gameplay can you make a tutorial on that aswell ?

  • @BeyondYearTo3000
    @BeyondYearTo300024 күн бұрын

    When i turn on the Nanite on landscape the texture stay transparent.

  • @jotacoxabagaray
    @jotacoxabagaray29 күн бұрын

    I didn't understand the part about multiplying the dimensions of the landscape and then dividing, could you explain this in text, please?

  • @osefman2763

    @osefman2763

    20 күн бұрын

    I highly advise you to go check the unreal landscape technical guide. Everything is explained in detail.

  • @falsaobagaray4397

    @falsaobagaray4397

    19 күн бұрын

    @@osefman2763 R U Lazy?

  • @osefman2763

    @osefman2763

    19 күн бұрын

    @@falsaobagaray4397 i had the same problem/questions and i found the solution/answer there in the technical guide. Their explanation is always going to be better than mine. If you don't want to read it, am i the lazy one?

  • @TechForgeEmmad
    @TechForgeEmmadАй бұрын

    Do we have to enter r.Nanite.AllowTessellation command or is it default now?

  • @redx3250

    @redx3250

    Ай бұрын

    Yes, it's still in experimental so it's not on by default

  • @TechForgeEmmad

    @TechForgeEmmad

    Ай бұрын

    @@redx3250 just tried, highly experimental but i am glad this exists, Flat landscapes without displacments were a dealbreaker interms of visuals, hope it gets developed perfectly in 5.5.

  • @tsingwavechow1736
    @tsingwavechow173627 күн бұрын

    1:49 Hi there, how do I know the height and width for my own gaea landscape?

  • @Rforge

    @Rforge

    27 күн бұрын

    Hi ! In gaea look for an area on bottom right called 'terrain definition' open it up to reveal the scale.and height -Shaun

  • @savagebro40
    @savagebro40Ай бұрын

    I hope my pc could handle those nanite 😊😊❤

  • @Rforge

    @Rforge

    Ай бұрын

    Haha! It was not too bad just make a small landscape like I did! -RF Shaun

  • @knl654
    @knl654Ай бұрын

    nobody is talking about nanite mesh breaking on the sharp or bevelled edges, the solution to that is not really good as the mesh get stretched texture on the edges, anybody facing these issues

  • @CreepyCurlew

    @CreepyCurlew

    Ай бұрын

    I am

  • @knl654

    @knl654

    Ай бұрын

    @@CreepyCurlew do have any solutions to that, the one I have is using edit normals from modeling tools but I get streched edge, which is not good for walls.

  • @CreepyCurlew

    @CreepyCurlew

    Ай бұрын

    @@knl654 I don’t know, I just took it out of my project. Since 5.4 is new it still has some work before it can really be used.

  • @knl654

    @knl654

    Ай бұрын

    @@CreepyCurlew I add seperate bricks in the corner to hide it.

  • @knl654

    @knl654

    Ай бұрын

    @@CreepyCurlew found the solution, set the center to 1 instead of 0.5, this is in the nanite displacement setting of material.

  • @pelleevertsson
    @pelleevertsson29 күн бұрын

    Great tutorial, effecient and a lot of good tips. Just a question, it seems that it's not possible to add it to a playlist to save it for future reference, have you disabled this feature on this video?

  • @NachoMancebo
    @NachoMancebo21 күн бұрын

    Hi and Ty. You shoud really write the commands in the description.

  • @Rforge

    @Rforge

    21 күн бұрын

    Hello there Which commands specifically ? We will get them addid -Shaun

  • @re5128
    @re512823 күн бұрын

    From A to Z: Nice!

  • @TheResilentNerd
    @TheResilentNerdАй бұрын

    #socool

  • @chrishansomeanimations3147
    @chrishansomeanimations314723 күн бұрын

    To bad there are still huge gaps on the map and when u walk u float

  • @anastascompany5828
    @anastascompany5828Ай бұрын

    Прикол

  • @TechForgeEmmad
    @TechForgeEmmadАй бұрын

    Also I anyone keeps crashing when youre building Landscape nanties, try increasing the page file on your PC to around 150 GBs.

  • @screenapple1660
    @screenapple1660Ай бұрын

    damn I have to learn blender? so much work.....

  • @MorneBooysen
    @MorneBooysen15 күн бұрын

    Now animate plz

  • @Morwag_Scrums
    @Morwag_Scrums21 күн бұрын

    All of this just to paint? Wtf? Unreal is Unreal.

  • @chrishansomeanimations3147
    @chrishansomeanimations314723 күн бұрын

    Pretty much pointless as the map does not have one constant arch

  • @rubberdog
    @rubberdogАй бұрын

    Great video, cheers for the share.

  • @Rforge

    @Rforge

    Ай бұрын

    Thanks so much!

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