A tutorial covering an Unreal Engine 5 scene with realistic tire tracks, using Nanite for landscapes, Gaea for terrain sculpting, and an awesome slope masking auto material.
Dynamic programmable displacement allows Nanite meshes to be modified at runtime using a displacement map or procedural material. Unlike World Position Offset which can only operate on the original mesh vertices, Nanite displacement tessellates the mesh at runtime into additional triangles to conform to the detail of the displacement map. Only as much triangle detail required for the current pixel density is generated.
Benefits include:
Nanite tessellation in Unreal Engine 5.4 is a cutting-edge technology that redefines how geometry is processed and rendered in real-time applications. It operates on a principle of virtualized geometry, where detailed models consisting of billions of triangles can be rendered efficiently by dynamically adjusting the level of detail based on the camera's view. This dynamic adjustment is achieved through a hierarchical culling and clustering system, which breaks down complex geometry into clusters of micro-polygons.
The core of Nanite's efficiency lies in its hierarchical Level of Detail (LOD) system. This system generates a continuous LOD spectrum by grouping triangles into clusters and then organizing these clusters into a hierarchical structure. During rendering, Nanite selects the appropriate cluster detail level based on the camera distance and angle, ensuring that only the necessary amount of geometry is processed and rendered. This reduces the workload on the GPU and improves performance without sacrificing visual quality.
Nanite employs an on-demand streaming system for geometry, similar to how textures are streamed in traditional engines. This system loads high-detail geometry data only when needed, based on the camera's proximity and view. The data is stored in a highly compressed format to minimize memory usage and is decompressed on-the-fly as it is needed for rendering.
Another crucial aspect of Nanite is its use of hardware-accelerated mesh shaders. These shaders allow for efficient processing of the complex hierarchical structures used by Nanite, leveraging the capabilities of modern GPUs to handle the high-throughput demands of micro-polygon rendering. By utilizing these advanced shaders, Nanite can maintain high frame rates even when rendering scenes with extremely dense geometry.
Nanite also incorporates robust occlusion culling techniques to further optimize rendering performance. By determining which parts of the geometry are not visible to the camera, Nanite can avoid processing and rendering those parts, saving computational resources. This occlusion culling is performed at both the cluster level and within individual clusters, ensuring minimal unnecessary processing.
Overall, Nanite tessellation in Unreal Engine 5.4 represents a significant technical advancement, enabling developers to render incredibly detailed scenes with high efficiency. Its combination of hierarchical LODs, on-demand streaming, hardware-accelerated mesh shaders, and occlusion culling sets a new standard for real-time rendering performance and visual fidelity.
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