Unreal Engine 5 Tutorial - Nanite

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hello bakers and welcome to upside down today we're going to be talking about unreal engine 5 and nanite if you're wondering what is nanite this is the new system which unreal engine has for handling geometry now without further ado let's throw the intro [Music] so first thing we're gonna take a look is how to import nanite and as well how to work with them and pretty much we are going to cover uh the basics inside this video and later on if you would like you can leave a comment down below and i'll go into deep uh into more questions that you might have so first let's uh see how exactly we import nanite meshes so uh if we open our content browser we can either right click and import an asset or as well we can just drag and drop it into our scene so i have here a project just a basic project started with the third person template so that we have uh some things in which we can run around and test and i'm just going to drag and drop an asset which i have created from scanned data this asset came from reality capture and it was not edited in any way so it's just the export from reality capture directly coming in here i'm just going to drag and drop it into our content browser and once we get this popup for the import we are going to have a look of what exactly settings and options we need to do and have in order to import everything correctly so first thing is we need to have a checker mark on build night this is something that if we don't have it checked out we can do it later of course but if you want to directly build the night meshes from the get go on the import you can just do it over here other than that the rest of the settings are pretty much the same as inside unreal 4. so once we are happy with everything i'm going to leave that it imports and creates the meshes and the textures because i just want to get all the contents from reality capture inside unreal but if you are wondering how exactly to optimize and how to get cleaned up scan data inside unreal leave a comment down below subscribe to this channel and soon i'll be making tutorials regarding scan data and how exactly to get it inside unreal 5. now let's import the asset this is an asset which is around three million a little bit over three million polygons but i don't wanted to stop or pause the video just so that i can show you how fast actually unreal manages to handle such a large geometry so we got everything imported and as you can see we also got all the materials and textures these are just diffuse textures and as i mentioned we are going to have another tutorial where i'm going to explore how exactly to create the rest of the textures that we might need like roughness and metallic maps so now that we have the asset imported i can just grab it and drag it into the scene and see that everything looks quite well so how to understand that uh this is a nanite mesh except that we have the checker mark once we are importing everything so there is a way that you can understand uh in the viewport if the meshes that you are looking at are built for nanite and this is by going into the lead option this is uh the viewport option like what exactly we're seeing at the moment on the screen and here there are a few new tabs which are new from unreal four and one of them is nanite visualization if we go to overview we're going to see like all the different channels on the side but if we just go on triangles you can see that all the other meshes are not visible but only this one this is because only 9 meshes are going to be visible in the viewport this is a great way to check for example if you're building a scene completely with nanite meshes to see if all the meshes are build in and if not you can just go into their settings by double clicking where the mesh is and then you have enable nanite support so we need to enable the support for nanite and as well from the search bar we need to type na knight and find build night this is important part because it's going to rebuild the mesh and create the nine-nine version of it so if you don't have it imported initially as the knight just come here make sure to enable this one and enable nanite support these are the two things but since we have this imported let's talk about a little bit of what exactly nanites are doing as you can see we have a lot of these very small triangles that are on the screen like where our mesh is and we have some areas where uh they are not as small they are a lot bigger than the rest as well i'd like you to notice if i'm zooming out uh you can see a little bit of a change in some of the triangles and then the same thing if i'm coming closer but overall uh the triangles seem to stay kind of the same size this is because of how actually nanites are working so the way that they work is you can imagine that this is an led which is being created kind of on the go so if i go into wireframe and here you can see that the mesh is like very dense so we can't really see that well but if i'm looking into some of the areas that the mesh is not as dense and just start zooming out a little bit you will start to see that some of the meshes are moving and like combining together similarly what's happening to when you're having luds and just zooming out so the nanite meshes they will try to keep the same density and that's why i have so many different uh types of elements so there are some that are bigger and some that are smaller what does this mean for your meshes and your creation of assets it means that when you are preparing assets to use for nanite it's best to have similar mesh density in order to get similar results around and across your whole assets because if you're not having that you will get a similar result like this completely scanned data where you have bigger chunks and then a smaller more dense elements another very important part when creating and building nanite meshes is to have the correct scale because when the nanite data is being built and created it takes into account how big exactly and what is the scale of the object if i import exactly the same asset i will show you now if i import exactly the same asset but with a much smaller scale so i'm just going to delete everything here and i'm going to repeat the same thing like before i'm just going to import the asset but this time from the import uniform scale i'm just going to reduce it and make it a lot smaller so now that we got it imported remember this is exactly the same mesh i'm just going to drag and drop it into the scene we again build the nine-night from the very beginning of the importing so i'm just going to scale it up and this time i would like to notice that we're starting to have some sort of defects around our mesh this is something that was not present before we have this black uh here and there across the whole mesh especially into zones and areas that are much smaller and much more dense it's more and more visible what does this mean this means that when unreal is building your nanite meshes it takes into account the scale and it's a very important thing to have the scale correct before you import your meshes in order to build the nanite correctly if it's the case that you have a scale which is not correct what you can do is either delete and re-import the mesh or what else you can do is once we come over here and search for scale we can change the import uniform scale let's say i'm going to change it to 50. then we're going to save the asset and now what we need to do is right click on the asset and click re-import after it had finished reimporting it will reimport the asset with the correct units like scaling it 50 times more inside unreal engine and this will fix the issue that we just saw with the black triangles on the mesh after re-importing the mesh you can see that uh the scale became huge so i'm just going to reset it into one one one and now if i zoom in and come closer to the mesh you will see that there are no more these black triangles that i was talking about and we had fixed the issue so once again scale is very important when you're building the nanite meshes if you would like to learn more about nanite and in general for unreal 5 subscribe to the channel so that you can follow my tutorials i'm going to leave down in the description below a documentation which was created by a fellow programmer from epic games his name is brian carys i hope that i'm pronouncing this correct and he had created a full huge document which is more than 100 pages actually on nanites and there is a lot a lot of information there about everything i'm going to create more videos on the topic and not only on the topic about nanites and optimization but as well in general for unreal 5 and as well for being a digital artist thank you for joining me today see you next time [Music] you
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Channel: Upside Down
Views: 17,404
Rating: undefined out of 5
Keywords: upside down, game art, 3d art tutorials, tutorials, nanite, Unreal Engine 5 Tutorial, ue5, ue5 tutorial, ue5 nanite, ue5 easy tutorial, nanite unreal engine 5, unreal engine 5 beginner, unreal engine 5 tutorial beginner, unreal engine, unreal engine 5 beginner tutorial, ue5 environment tutorial, unreal engine 5 tutorial for beginners, unreal, ue5 tutorial for beginners, unreal engine 5, ue5 environment, ue5 beginner tutorial
Id: ADIldob0Sxg
Channel Id: undefined
Length: 9min 42sec (582 seconds)
Published: Tue Apr 26 2022
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