Video yükleniyor...
Video Yüklenemedi
Bringing UE5 Nanite architecture directly into Blender! 🚀 Continuous cluster LOD is now dynamically updating in the 3D viewport in real time. As you zoom, clusters seamlessly split into fine leaves or collapse into coarse parent groups. More info and link below🧵👇
39,787 görüntüleme • 17 gün önce •via X (Twitter)
38 Yorum

Under the hood: • Meshlet hierarchy & QEM decimation DAG • Compute shader traversal + Indirect Draw • Two-pass visibility buffer pipeline If you'd like to follow the dev progress or support development: #b3d #blender #gamedev #renderengine

Very impressive. This would have helped immensely when I was rendering Luna from RADAR topology. The number of polygons had to be reduced hurting quality and forcing me to build a separate scene for close-ups. It was very inefficient. I wished I had cluster LOD. I think you should consider another name since the Epic regime uses that as their legal product name for the technology and can probably enforce this.

I was not planning to use the name nanite for the build, but I like to show where the idea came from, I'm not that smart to come with the idea myself 😁 But I'll pay attention to that to avoid problems, thanks for the heads up 💪

@SaltMineRanch Pixar used REYES, unreal uses Nanite it was nice using displacement and render it like nothing before...its nice when technology is limiting you, so you focus on other things that you have, textures , story... like old black n white movies photography and lighting was amazing

@SaltMineRanch Cool, I never heard about Reyes, thanks for sharing. You mentined something very important, feels like limitation is what drives inovation. We gotta think "out of the box"

I would suggest to test your project with real heavy scene , landscape / water / character/ animation ...ect step by step ... to see how it handles the whole world ...your project is crazy though 🤩

Oh I will, eventually. Its now in really early stage. There is a also a ton of work to do to get to that point of testing on heavy scenes. For now I'm glad that it works with workbench with a single object.

why you have to wait ? testing it now is better in my opinion , nothing to lose , if it works that great , if there is issues , you will add them to your notebook , and maybe some ideas will pop up in my genius mind 😄!

Your are right, (also about your genius mind 😉) But I want to make it work with textures in eevee first. Can't explain why. It just feels right 😊

haha, I meant " yours" 😆!

If you dont copy the source from Unreal 😃 (btw, I didnt)

crazy!

Took 2 full days + 5 hours. Using several different LLMs to help me (since I know only the basics of C/C++) I burned much more money than what I could 😅 But it was so close to finish a working version, and it did. I'm going to share this version, next moment I have free time

@hectorVFX mira esta locura

Wait what!!!? So you could pull in massive scenes?

Its in very early stage of development , but yeah, the idea is to be able to use on massive scenes

@VFXCentral Is it restricted/based on what textures are involved? As in can they be procedural or have to be in baked for instance? 🤓🤔🧐

@VFXCentral This simple example was not coded to acept textures, it was made to work only on viewport and workbench render (that simplest render mode in blender) The next step is start working on making it work in EEVEE, and see how to deal with textures.

this is something Blender has needed for a while

Just want to scatter grass on a landscape and dont worry about exploding my pc 😁

If it can work on vegetation, I'm willing to pay for it.

This is just the initial build. My intention is to share it. But If you'd like to support the development, I wont complain 😊 That might help to make it faster (since I'm a solo developer, lots of the expenses are with LLM models) More info here

Good idea

Just hope to be able to make it fully compatible with eevee and cycles. Fir now it just works with workbench.

That's genius

Yeah, the idea from the guys from Unreal was amazing. I watched the video about the tech and gotta be honest, just understood a handfull of things 😅 Gotta watch it many more times to try to get it better and bring to this blender version.

@bforartists

Anyone can comment about Maya? I feel blender eats through polys way better than Maya. Yet Maya is still used in studios for the custom pipeline. How do users stomach the slowness of Maya? Maya could use nanite style virtualized mesh for its viewport

The thing is, do they want to deal with the trouble? My intention on bringing a similar feature to blender is to be able to deal better with large terrains, without having to be very strategic about it.

absolutely insane

Imagine it working with eevee and cycles. A person can dream 😊

I see dropping fps, what's up?

Honestly, its almost a miracle that it works the way it is 😅 Its just the first minimal working version, there is still a ton of work to do

Ow yesh please

oh my god finally.... like Blender is amazing and all, but their performances are still so bootycheeks and I'm glad people like you and the dev team are just improving day by day making things like this possible

Thanks for the words. Yeah, the dev team, they are great. Some of the stuff they do seems magic to me.

Wow

Probablt tomorrow morning I'll post this version. It doesn't do much more than that, but you might be able to test yourself

