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:
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