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Nanite Requirement, Limitation, Visualization Notes

What is Nanite?

  • Virtualize Geometry system

  • A new system for rendering in an extremely efficient way

  • Lots of level of detail and highly compressed

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Requirement:

  • UE5

  • GPU: Nvidia Maxwell or newer /AMD GCN or newer

  • DirectX 12

  • Solid State Drives (or SSDs) are recommended for runtime storage.

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Benefits of Nanite:

  • Use high-poly detail 3d Assets

  • no need to bake a normal map, lightmap, or create LOD

  • not constrained by polycounts, draw call, and mesh memory usage

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What should we be using nanite for?

Nanite should generally be enabled wherever possible.

Static meshes and geometry collections.

It supports dynamic translation, rotation and non-uniform scaling of rigid meshes.

It doesn't support general mesh deformation

Use on static mesh with many triangles

A static mesh which has many instances in the scene

or the static mesh acts as a major occluder of other nanite Geometry

Virtual texture for highly recommended to be used with Nanite.


What should nanite not be used with?

Do not support Skeleton meshes.

Do not support custom depth or stencil buffers.

Vertex painting on instances of nanite meshes will not work.

(Vertex color can be imported from the original mesh)

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Limitation


Materials

Nanite mesh supports multiple UVs and vertex colors.


Only works for Opaque material

Not support deferred decals

world position offset and pixel depth offset are not supported

two-side rendering is not supported


Rendering

Forward shading renderer is not supported

Stereo rendering(VR) is not supported

Split-screen is not supported

MSAA (Multisample Anti-Aliasing) is not supported


Lighting

The lighting channel is not supported

ray tracing doesn't work against the fully detailed nanite mesh, does trace against the proxy mesh

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To enable nanite for static mesh:


Import mesh with Nanite

Check the build Nanite box

You will see the nanite enabled: True

for any static mesh in the scene, if open up the mesh editor, under the nanite setting, check the enable nanite support will turn the static mesh into a nanite mesh

or you can right click on any static mesh, select nanite>enbale


When nanite mesh is enabled, it automatically generate a proxy mesh or nanite fallback

To see the proxy mesh, show>Nanite fallback or Ctrl+N




To adjust the Proxy mesh

we can change the setting on fall back triangle percent




To convert a nanite mesh back to normal static mesh, just uncheck the enable nanite support and apply the change


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Use Quixel bridge with UE5 Nanite

Select the box+ icon> drop-down menu> Quixel Bridge, which would open up the Quixel bridge window

Select your assets in the Quixel bridge>choose nanite quality>download>add


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Visualize Nanite

To be continue








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More information on nanite Document:

https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/#:~:text=Nanite%20is%20Unreal%20Engine%205's,be%20perceived%20and%20no%20more.


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