Loading video...

Video Failed to Load

Go Home

Nanite Assemblies test in #UE5.8 branch from github. I see improvements! they generate much faster and they look better, there's much less noise when it turns to voxels

24,829 views • 6 months ago •via X (Twitter)

24 Comments

Osterof's profile picture
Osterof6 months ago

May I ask how many original models in the assembly? Nice test btw, and thank you for sharing.

Inu Games's profile picture
Inu Games6 months ago

About 4 base tiles and few broken variants

Berat Darıcı's profile picture
Berat Darıcı6 months ago

Do you have any idea whether 'None' or 'Voxelize' provides better performance for the Nanite Shape Preservation setting on static meshes?

Inu Games's profile picture
Inu Games6 months ago

I guess it's voxelize, there's very little overdraw when voxels are used

Tiraelina Kyara's profile picture
Tiraelina Kyara6 months ago

I guess I never clued in that assemblies would apply to other things.

DoO's profile picture
DoO5 months ago

so so good

ɴᴇᴜʀᴏᴛɪᴄ's profile picture
ɴᴇᴜʀᴏᴛɪᴄ6 months ago

Voxels? Is the nanite foliage voxelization being expanded to support assemblies?

Inu Games's profile picture
Inu Games6 months ago

It's the same thing. Foliage is a kind of nanite assemblies

ɴᴇᴜʀᴏᴛɪᴄ's profile picture
ɴᴇᴜʀᴏᴛɪᴄ6 months ago

I wondered since they revealed it what stops people from using it on more than just foliage. There are a lot of types of meshes that face the same issues foliage did so idk why they only talked about voxelization in reference to foliage

Inu Games's profile picture
Inu Games6 months ago

idk too. voxelization is just a type of volume preservation in nanite properties. works for any mesh

Over Jump Rally's profile picture
Over Jump Rally6 months ago

I don't understand the gain on using Voxelize on such geometry, as they are not thin elements that would increase overdraw. Did you stress-test it with and without that?

Inu Games's profile picture
Inu Games6 months ago

Shape preservation! It's an assembly made from small tiles. If you don't do something it disappears at a distance. Same thing as leaves for trees

Over Jump Rally's profile picture
Over Jump Rally6 months ago

Even with Preserve Area checked and the Max Edge Length Factor increased?

Inu Games's profile picture
Inu Games6 months ago

Yes, still disappearing. We also had this problem with leaves. That's why they made voxelize I suppose, otherwise they could just keep the preserve area

Over Jump Rally's profile picture
Over Jump Rally6 months ago

Got it. Before, it would have been best to turn the Assembly into a single static mesh, but that would have increased the size.

Amit's profile picture
Amit6 months ago

How are you importing a nanite assembly?

Inu Games's profile picture
Inu Games6 months ago

Atm I don't think there is a way to directly import a nanite assembly from an external DCC (except maybe for trees generated in houdini). In this case I generate the roof assembly directly in UE with a BP that spawns the tiles and then packs them.

Inu Games's profile picture
Inu Games6 months ago

Probably the way to do it from an external DCC it's through a format that exports instances like usd and then in UE building the assembly with the scripts they provide.

Trym's profile picture
Trym6 months ago

@amit916J For a Static Mesh Assembly, you can export a USD from Blender, with instances. On USD import, you can set it to an assembly, and it will import the proper meshes without duplicates and make the assembly. But can sometimes import the meshes with odd names (like shingle.006).

Trym's profile picture
Trym6 months ago

@amit916J You can also use an FBX. Set up your assembly in Blender, using instancing on the objects, and instead of the regular import to content browser, you can use File > Import Into Level for your FBX. Then you can use the scripted action to make a quick static mesh assembly.

Trym's profile picture
Trym6 months ago

@amit916J Downside with File > Import Into Level is that the FBX needs to have the correct unit scaling as opposed to the regular import method for an FBX. It seems to read the units quite differently, so if you don't set up your file in your DCC correctly, stuff gets x100 scaled 🙃

Amit's profile picture
Amit6 months ago

@games_inu I also found this method as well, which is nice because it's inside Houdini, so any instancing will propagate as well

bigsausage's profile picture
bigsausage6 months ago

when it turns into voxels? thought this was just for trees

Jamie Cooper's profile picture
Jamie Cooper6 months ago

Has there been any improvements on creating them Via DCC? (blender ect...)

Related Videos