![]() They all used something else that make ground look tessellated. Believe it or not, most AAA games didn't use tessellation at all. It failed to make a meaningful optimization relative to just using high-poly mesh with LOD. Tessellation was the silliest thing to have come in gaming world. Yeah allready mentioned that above making ur compare kind of useless (sry my fault if this wasnt clear),u need to compare packeged size with nanite vs none nanite meshes on the same project,so u don't just compare vs the normal stripping of data cooking does anyway with any project (it can be done with the megascan assets as exactly 2 and more versions (on same detail)exist of the same mesh, nanite and none nanite) to get the advantage nanite compression has vs normal mesh compression in the cooked project not just cooking itself (which is obv known to happen and not the topic of question) ,also sadly this still doesnt solve the issue of the assets beeing huge in editor (which is as said a missconception people add to the features of nanite which isnt there,cause there actually huge not small when working with them,system is still awesome dont get me wrong see my acc pinned for unusual usecase^^)//Edited for better understanding excuse the language barrier if that was the prob still learning eng beyond long ago school knowledge,my mother lang is german :) have a nice day ![]() dunno where this misconception comes from u can litterly see it on the huge size of the demos and the assets themself by using megascans plugin and downloading a nanite and none nanite version of the same detailgrade(without tex).Still love it tho used the true 3d detail of the meshes to create a Outline(and "Inline") based on it,which allows a very detailed lining thats normally not possible as the detail would otherwise be contained in the displacement and normal and would be fake (The Reason u normally use low detail/low poly models in ur comic shader with outlining).But this allows near endless detail and also allowed me to finally skip the old shitty method of distance/depth fading the outliner in distance as this isnt needed anymore(see Acc pinned for Detail"new depth method." This isnt rly true as u can see with all Megascan assets also the ones i used for my moebius scene (from the ps 5 demo and i didnt even use there textures just the nanite mesh) are all huge in filesize (and very close to there normal version) despite better compression ,maybe not as huge as a normal mesh would be with that detail but there huge,just the rendering with nanite is very efficient ,filesize(stored) is still a prob. You can sign it to help save tessellation. Tessellation can take a low poly mesh and add detail. Increasing detail of a low poly mesh - Nanite does not increase the detail at all, it only lets you use meshes that already have high detail.On the other hand, tessellation does work with procedural meshes, saving time and resources as it is much faster than simply generating a more complex procedural mesh (+ also displacement maps, again). Procedural Meshes - Nanite does not work with procedural meshes (Nor will it ever, the developers have stated that it will not work at runtime).Displacement maps - Tessellation can be used for displacement maps, a functionality that nanite does not have.Nanite does not replace tessellation in every case, therefore you can't say that it is made obsolete. Therefore it requires already complex meshes. Nanite makes it possible to have very complex meshes in your scene by rendering them in a more efficient way. Sphere with tessellation and displacement map Materials that add 3d detail to a low poly mesh). Tessellation is frequently used with displacement/bump maps. Tessellation dinamically subdivides a mesh and adds more triangles to it. Find a teamĪs some of you may already know, tessellation is going to be completely removed in Unreal Engine 5.įor those who do not know what these technologies are, I will try to explain them as simply as possible: Suggested naming conventions, collaboration tips, common pipeline struggles and solutions. Including BP tools and options but focuses a lot on C++ and "under the hood" details. PDF with overview of the fundamental networking structure in Unreal Engine.Ĭoncise & in depth. ![]() Short form videos explaining individual Blueprint nodes.Ĭedric "eXi" Neukirchen's Network compendium Unreal Engine Console Variables and Commandsīlueprintue - Paste your Blueprint Tutorials Unreal Engine Source Code (via GitHub must link accounts and be logged in).A big thank you and be courteous to people who try to help you.What you've tried so far including screenshots of your work, Google searches, documentation pages etc.More detail about the problem, what you're trying to do and why.Clearly state or summarize your problem in the title of your post.Read the subreddit's rules before posting.
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