Finally, THE BEST Feature is back in Unreal Engine 5.3

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finally it's back today I'll show you how you can enable displacement in Unreal Engine 5.3 and how to use it with your materials let's get started so here we are with the result we have displacement on the white and our normal sphere on the left but how can you achieve this well let me show you so first of all we need to make sure our test environment or our project we want to use is in 5.3 I tried it with a copy of a 5.2 project that didn't work I needed to create a new test and that's the one I just made but before we can do anything in ugly engine we need to enable the displacement in the engine itself and for that we need a default engine.ini so that's your any file where everything for the project is being saved where can you find this well it's normally in your project folder where you save your project so most of the time you have your test folder or whatever you call your project and under config you have all your ni files then you just open the default engine and in default engine you go down to windowing so here we have the windowing settings I just added a load tessellation and set it to one I put all the comments down below so you just need to copy paste it then you save it and we start unwill engine so in Unreal Engine you can add a sphere and shapes and the sphere it's not the best one I would create something in blender or Maya give it more tessellation and Export it into unreal so now we still need to enable the tessellation in unreal for that we go on the window output lock and I already have it here my output lock or the CMD and in the CMD or the output lock you'd put this command nanite tessellation one so then it's enabling Nana if I switch that to 0 with 0 everything is gone let me re-enable it and it's back so enter this command this one will also be below the video you just need to copy paste it and then then if we go in our content browser or let me grab the material from the sphere it's really straightforward you have your base color your normal and this is a pixel Bridge texture so wet is inclusion green is roughness and the blue Channel if we open the texture the blue channel is the displacement so that's the displacement map height map whatever you want to call it so that one goes in the new displacement slot that one wasn't there before now we need to go into the material and you need to look a little bit carefully under nanite is a displacement tab you can open here you enter the value you have so 10 looks about like this if we change this to I don't know maybe 30 and apply the material it's a little bit all over the place so 10 was a pretty good value then I guess and that's everything so in theory you could also apply this to a landscape I didn't test it yet so don't mark my words on this one but yeah it looks like it's back not officially you still need to enable it but good times and if you want to know how to create a nice looking terrain like this in the background you really should check out this video here
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Channel: The Triangle Forge
Views: 4,031
Rating: undefined out of 5
Keywords: 3d artist, 3d artist portfolio, megascans, best websites for materials and textures, best websites for textures, withpoly, poliigon, polyhaven, textures.com, ambientcg, cgbookcase, quixel, free pbr, sharetextures.com, quixel mixer, quixel megascans, unreal engine, unreal engine 5, epic games, unreal, ue5, game dev, game development, game engine, unreal engine 5.1, unreal engine 5.3, unreal engine 5.2, unreal engine 5 games, unreal engine 5 graphics, unreal engine 5 tutorial
Id: zY12anM7A9U
Channel Id: undefined
Length: 3min 21sec (201 seconds)
Published: Sun Sep 10 2023
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