Nanite Tessellation & Displacement: UE 5.4 Step by Step Tutorial (any asset, not just landscapes)

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Published 2024-03-25
Unreal Engine 5.4 brings us an amazing (experimental) new feature — we can now displace any geometry at will, and tweak it in realtime! Previously you could do it with landscapes, and it was not that tweakable. Lets see how we can use it in this video, where I walk you step by step through the admittedly wonky process of making it work.
In the video i made a typo when editing .ini file, you will not need to re-enable it via console (everything else is the same); fixed lines to add to config:
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1

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All Comments (21)
  • @oossoonngg
    In the video i made a typo when editing .ini file, you will not need to re-enable it via console (everything else is the same); fixed lines to add to config: r.Nanite.AllowTessellation=1 r.Nanite.Tessellation=1 A super quick example with revolved-type geometry with UVs: imgur.com/a/fkYdiGi help support the AAAAAAAAAAAAAAA gemedev (take that ubisoft) by joining my patreon www.patreon.com/osong Thanks for watching! Don't hesitate to leave a comment with suggestions and ideas. Music: open.spotify.com/track/3018lp7ePr6sm4HeGyKTzu?si=3… my anticlimactic twitter with zero cat videos: twitter.com/oossoonngg
  • @juneors
    about 4 years ago I was trying that in 3Ds Max and it works but the results wasn't good enough , now this is super time saver. I love it!!
  • @vanvelt
    Little Sidenote: CVARs have their syntax without "=". This is only for the ini.-file. If you're in the editor console type: r.Nanite.Tessellation 1
  • You have a typo in your ini file. You wrote 'tesellation'. Because of this it did not enable Tessellation and you had to activate it with the command I recreated the tutorial and without the typo it works right out of the box😉
  • @lummi_vfx
    Thanks for the tutorial! How is this different from the Nanite Tessellation feature that we already had in 5.3? To me it looks like they just added another step to set it up with having to enable the plugin?
  • @ReapersTruth
    Thank you for this video! it's beautiful! Displacement is amazing all around, question would be if it works with AMD cards too
  • @yearight1205
    What I want to know is how to make the Texture Variation node work with this. Because when I try and use it for Landscapes, it messes things up. Which is unfortunate since it gives a great random effect that if it did work would make landscapes look even better.
  • @CarTastic-fv6eo
    Does nanite displacement can be used with decals or at runtime for example as footsteps or terrain deformation from car tires?
  • @MatiEP09
    When the project is built as a standalone app, the displacement isn’t there. Any ideas how can i go about enabling it when packaging the project?
  • @Thinksee3d
    Found some good tips in this video. Any idea what the performance cost is versus just using normal maps? I guess for repeating textures across wide areas like floors and walls, this could be the answer since a lot less geometry is needed. The only worry is that when I made this work, and with regular object UV's, the GPU fans went full speed, and I noticed as you get further away from the object with tessalated displacement, you don't seem to see the usual level of Nanite triangle reduction in the visualiser view? Any thoughts?
  • @a.zoomika
    Hi. Without a triplanar, tears appear on the UV seams. Do you know how to avoid this?
  • @MomongaMH
    I've tried at least 20 different tutorials by now but I just can't seem to get this working at all. I've done everything exactly right but when I enable nanite on my mesh it just turns invisible. I tried re-applying the material, restarting, all kinds of stuff but nothing helped. Anybody else have this issue?
  • @jessesirman955
    It was working then suddenly it wasn’t and now my nanite visualization and lumen visualization viewports don’t work anymore.
  • This was been in 5.3.2 already. For me this tessellation it's a just a joke because still in 5.4 version no any workaround for mesh holes when mesh has sharp edges or multiple materials.
  • Hello and thank you. I have a question, how we could make Displacement Magnitude as a parameter in material? When I mixed Displacement with multiply of course it change heightmap intensity, But I need "nanite displacement Magnitude" value which is available in material self in editors. Thank you
  • @adamplechaty
    Nice video! Ive been tinkering with this feature but cannot solve the issue of the displacement breaking at seams. How did you get around that?
  • @Q36BN
    What's the music at the end?