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Brushify: Bootcamp - Enabling Nanite (Landscape Displacement Static Meshes u0026 Foliage)

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Joe Garth

Learn more at https://www.brushify.io
Get Brushify packs here: https://www.unrealengine.com/marketpl...
See our Documentation: https://www.brushify.io/docs

In this video we discuss how to Enable Nanite on the Landscape, Static Meshes, and Foliage.
Nanite is Unreal Engine 5's virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. It intelligently does work on only the detail that can be perceived and no more. Nanite's data format is also highly compressed, and supports finegrained streaming with automatic level of detail.

Nanite DIsplacement is still a Beta feature, it must be enabled manually using the following console commands in DefaultEngine.ini

Text for DefaultEngine.ini:
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1

Brushify is Nanite compatible, however by default Nanite is not enabled. This is because Nanite can potentially decrease performance on low to mid spec systems. While high end systems pushing scenes with high polycounts may benefit from Nanite, Brushify must cater for everyone and the target spec is still a midrange GPU. This is why Nanite is optional and atleast for assets, it's simply a tickbox.

0:00 Intro
0:44 Enabling Nanite Displacement on Landscape
6:25 Enabling Nanite on Static Meshes
7:11 Enabling Nanite on Foliage
9:24 Thanks & Subscribe for more

Music:
'Petrichor' by Scott Buckley released under CCBY 4.0. www.scottbuckley.com.au

posted by dispatch2005vl