Unreal engine 5.3 landscape displacement (Tutorial)
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- čas přidán 11. 09. 2024
- UE5.3 #unrealengine5tutorial
Displacement maps and tessellation in landscape materials via Quixel Bridge are finally here!
To Default Engine:
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
✉: lonewolf.netmail@gmail.com
Discord: discord.gg/KdAmkXaG6y
it gave me these error
Error: r.Nanite.AllowTessellation is read only!
Put it in the ConsoleVariables section DefaultEngine.ini
@@lonewolf_studio oh, got it, thanks
@@DannyKeimah if it doesn’t work tell me
@@lonewolf_studio it work, thanks
@@lonewolf_studio can you explain what you mean by this? I dont see a ConsoleVariables section, UE5.3 I only see:
[/Script/Engine.CollisionProfile]
[/Script/EngineSettings.GameMapsSettings]
[/Script/Engine.RendererSettings]
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
[/Script/HardwareTargeting.HardwareTargetingSettings]
[/Script/Engine.Engine]
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
So I put it in Engine.RendererSettings like in your video?
thank you!
Short and sweet mate, thanks! Subbed too 👍
Real quick, 0:39, its not the unreal engine folder, it is the project folder, whatever project you have.
Great job. I had to watch 5 of these before I got here, as someone who does not get Materials that well this was super helpful. Thank you.
You’re most welcome 🙏. I am happy to help.
Thank you so much this was really helpful!
Thanks for the instructions, it will be very handy.
You’re most welcome!
Did you try displacement of landscape material layers? How does it handle blending?@@lonewolf_studio
@@ZorkoZerg Not yet sadly but I will be really happy to share it if I do.
This is excellent. Thank you! :)
You’re welcome 😇
AMAZING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! FKN AMAZING!!! thank you mate
HAHA! MOST WELCOMEEEE💪💪
Every time I build / package this, the landscape appears broken. The landscape surface breaks apart into multiple separate rectangles , and it disappears when the camera moves too close. Any idea about the reason behind this?
Move away and then move close again, also decrease the magnitude of the displacement between 0.03 and 0.06
@@lonewolf_studioTry to package the project and run it. It seems that nanite tesselation on the landscape doesn't work in packaged build. But, at the same time, regular nanite static meshes with tesselation works fine.
This is perfect! Exactly what I was after, anyway to control tiling on a single material?
have you had any issues with tesellation not blending across components? it looks like my UVs are offset a little on every component so i get some sheering along the component edges
Great and timely tutorial.
Thank You!
help please. im using 5.3 and already copy the things into the config folder. but the displacement still not appears T_T. any idea ?
i had the same issue. i think the displacement is not working if raytracing is enabled in the project. so i had to disable raytracing in the project settings and now it works.
Very good vídeo i loved thank You
Most welcome!
Brutal , gracias maestro
🤗🤗🤗
ooh mna, thank u so much!!
Saved, Thanks!
No Problem🙌
WTF? This update is freaking good!
Truly amazing!
Hello! Thanks for great video. Tell me please, how fix 'landscape physical material needs to be rebuilt' in Unreal Engine 5.3.2?
I'm try:
- rebuild the landscape
- redefine the physical material.
- If I remove one square of landscape, one less error becomes one less error
what to do please help me I have white lines and artifacts on the landscape how to solve please
i am facing the same issue : (
@@t3d_fx _(
wow.
it works.
thx. ;)
😍😍😍
Hello I can not find the enable nanite section on my landscape, any help would be appreciated thanks.
Do you have the latest ue5.3 version?
Landscape material is not there for me in world settings, is there a way to fix this? I have not been able to paint because of this any suggestions would help thx
Hi, I'm having a problem with this, when I build data for landscape, I pretty much instantly lose all FPS until i disable nanite landscape again. The debugger shows "nanite:visBuffer" as the culprit, not sure why
Is the scale of the Landscape too big! Test it on normal size landscape.
If this is not the case then did you follow step by step?
@@lonewolf_studio I did, and the landscape is actually quite small with only basic geometry. It happens on all my testing maps as well. Also I noticed, when I displace terrain and switch to nanite triangle view, the triangles near the camera look completely broken, with gaps between them.
If you need any help please contact me on my email: lonewolf.netmail@gmail.com
Ok, but what about landscape layers when using nanite landscape? What's the point of it if you cant paint different textures?
I already have a tutorial on how to use blend material to paint different texture 🙌
@@lonewolf_studioDidn't know they made it work. If it actually does, it's huge!
@@Demnus You are right! It is really amazing.
Thank you for tutorial. I wanna ask a question. Can we use this for deformation of landscape? I tried with Render Target. But I am new. I cant succed :)
Hello please join discord to help!
I tried this and honestly I don't know what kind of graphics card one has to have in order to be seamless results, it works well and looks nice from far view and more or less from nearest view...but the frame rate dropped drastically when this is activated. I have an RTX 3060. Other than that, good tutorial.
what advantage does these extra steps have over just enabling "Nanite Displaced Mesh" plugin?
Was wondering this too
The landscape/ground itself is not a mesh, it has different properties. You could make your ground out of rectangular box objects though if it works for your project
Idk why but Unreal is not letting me check the Nanite box to make it True. Its greyed out. Any reason why?
Hello, I would like to know why it is necessary to re-enter the console command in UE's cmd after adding it to the DefaultEngine. ini file?
No not at all. Just in the default engine. The other way is just to make sure.
i wonder if mesh paint will work on displacement mat🤔
I think yes! If it works hopefully I will do a tutorial.
Why does a new feature require entering a code to be activated? Why not set a switch?
test displacement with cell-bombing node and see if it gets rid of the tiling :)
game changing
Definitely right
Sorry for the silly question I am a beginner, but is this working on simple objects and not landscapes only? Like if I want to make a stone wall?
Of course no problem at all! And yes it works fine on any mesh.
the project crases when trying to open it after adding the code. Im sittin on a m2 macbook pro.
Great turorial mate!!! I have a question, if i want to blend different landscape material with the displacement, it works? How can i do it?
Yes I already have a tutorial for a Blend Material Landscape With Displacement. Go check it out czcams.com/video/V28mRmSTA_4/video.html
@@lonewolf_studio fantastic!! One last question😅 it works also in unreal 5.2?
@@denissarto7700 am not so sure 🤔 but prefer 5.3
after i enter console command it didi not give me build dta option
After enabling nanites, can you still sculpt terrain as normal or do you have to rebuild nanite data every time?
I think you can yes!
sweet
🤞🤞
After I've started painting second material displacement disappeared. It only shows on segments that don't have 2 different materials painted in one. Is there a way to paint multiple materials while both of them using displacement? Current 1 material setup only seems useless..
edit:
OK i've fixed that by creating separated landscape blend node for just displacement.
Yes I already have a tutorial for this.
Sweet. Do you have to re-enter the console commands every time you open Unreal?
No need to enter them when you enter the project but sadly you have to in the default engine! I don’t know why they would do this.
Wh they don't put it to settings 😞
@@ATomCzech Yes it’s quite sad we have to go through all this process :/
Displacement is missing when I create a new material and other options such as opacity, opacity mask are greyed out. Would you know the reason for this? Thank you
Please try what I pinned in the messages here.
when i enable nanite for my landscape, i cant build level. it always crashes with this error:
Attempting to add the same material twice with different export settings
ive even tried making a new project and just enabling nanite on a flat empty landscape. same error, im not even using a material
and yes i did add the commands to my config file
help?
Please come discord and send us screenshot so we can see why!
Doesnt work for me, the Displacement is still greyed out.
Fixed it! Had to manually Enable tesselation for the Texture
Unrealengine 5.3 is a Gamechanger!
Sadly the Xbox SeriesX and PS5 are a littlebit to unpotencial for all the good features!
Let us hope games look ultra realistic.
When I enable path tracing the landscape goes flat again, do you know how to solve this? The displacement is only visible in 'lit'
Yes please check the pinned comment it might help you.
@@lonewolf_studio Thank you, that doesn't seem to solve it though, the landscape still displays flat when using pathtracer. Do you have any other suggestions?
how hard would it be for a project already in development to go back and add nanite landscape to their world maps?
We all ask the same
So they added a new (old) function and then hid it, so that we could enable it in config files? I don't get it.
Hahaha yes
How complex is it? i mean performance
Nice but what about player walking on it ? Still have no collision ?
No it doesn’t support collision 😬
what about collision with generated surface. it ain'T. if there is a way please share with us. Regards.
I will check this out! But for now I think there is no collision.
there is no deafult engine in config
What's the name of the song in the background please. Than you for the video.
There is no specific name for this song but if you want I can send it via email! Contact me if you want.
And thank you!
Well i cannot paint the landscape anymore How do i fix this? because the i tought would work like i tought but it did not :)
You mean as blend material?
@@lonewolf_studio yes. I have tried to make an terrain from dessert to green world. And the nanite's did not like it. Just would not do it. Does not crash it just ignores it.
@@Punchmememe Go watch my new tutorial! I have a video that explains painting landscape with displacement.
how do you do it with material instances like a megascans ?
I don’t understand. Can you tell me what you mean?
i dont have the option to enable nanite for some reason
Make sure to add the commands correctly and save it. If you’re still having the issue, please connect to Discord so we can help you.
What about seams (holes) between landscape segments?
I really don’t know why this is happening with some people but if you want join my discord to discuss this.
Found out. Value "NanitLODIndex" should be 0
@@vasyan667 Glad it worked! I will pin your comment so others can see the solution. Thanks🙏
@@vasyan667 haven't tested this yet myself but isn't that just disabling landscape LODs?
Check Nanite Skirt option and set Depth as necessary
I did the copy paste and restarted the unreal but displacement option not showing
Which version are you using?
@@lonewolf_studio For me too, 5.2.1
@@lonewolf_studio unreal 5.1
Stay on 5.3. I faced also some problems in older versions.
what musiс?
This tutorial didn't work I couldn't get the displacement option to show
Which version are you using?
U I just realized im on a newer version I know how to do this now thank you for getting back to me!
@@lonewolf_studio
@@jonathandong1422 Most Welcome!
Dude, @@jonathandong1422 type the solution here for future people having the same issue like myself
I followed all steps and my entire landscape is invisible now.... anything I apply the material to goes invisible.
I don’t know why. It happens only when you apply it and then you move away from the landscape it will come back. If it is till happening please contact me on discord or email.
could it have to do anything with the landscapes layers? idk im still learning@@lonewolf_studio
also the landscape only goes invisible when I build or rebuild nanite.
Did you copy and paste them correctly?
@@lonewolf_studio there is any solution for this? i saw a lot of people having the same issue, something like everything gets invisible when apply the displacement.
That's work only on 5.3 ?
No I think it also works on 5.1 and 5.2
afaik the nanite option for landscapes is one of the new features from 5.3, so I don't think it's possible on older versions
See no displacement in materials.
You have to add a line to your engine INI file for that project. Most of these vids show it, but if you look up unreal engine 5 allow nanite tessellation you’ll find how to do it
this guy shows it at the 45 second mark so I’m getting the impression you watched less than that before commenting
@@jacobacostamasterscribe2200 Yeah, solved problem. Thanks!
Thanks for your tutorial, I finally figured out how to get it working. However, all I get is a spiky mess even at very low digits, maybe it's because I have 2 different landscape textures blended together?
Yes. All you need is one landscape and you will get a fine result🙏 and you’re most welcome.
My whole landscape is invisible, please help
I think it is about GPU !!! But try changing the magnitude
@@lonewolf_studio Oh god, that was my fear, GPU been too old
@@almirqueiroga2374 I am sorry but most people are complaining about this 😬
@@lonewolf_studio That was it! My computer has an old 580X, as soon as I changed to my laptop with a 3050 it worked fine, thank you so much!!
@@almirqueiroga2374 Alright great then 😇
it looks amazing, unfortunately the performance cost is insane.
You are right! But this is still under process in unreal engine.
Is is costly for landscapes only or any texture applied in an object, with displacement activated?
@@pucnaa Yes any object. You only have to turn on nanite for this object and you are good to go! You can also use materials from other websites. Just make sure they have displacement.
It's almost as good as 4.6
do you know how to apply it too multile materials
Why they made it possible for landscapes, but the mesh paint still doesn't work on nanite objects?
That’s really a good question!
r.Nanite.AllowTesselation=1
r.Nanite.Tesselation=1
added but it ignores them and when i open project they are set to 0 both. I can change the first one, but with the second one i got error r.Nanite.tesselation is read only. Anyone?
If so try not adding them the console command. Only add them to the default engine.
It's exactly what I did. And they are set both to 0 when I open project with updated ini file. You can check are they 1 or 0 just by putting no numer after command.
Make sure you write tessellation with two l's !!!@@TheMorbidnoizz
Exactly yes I didn’t notice. Tessellation is written this way. Please copy and paste them from the description.
@@nikadams8091 thanx man !