Heyy.. Will that new displacement method actually alter the terrain so that there is collison on the displaced part now? **Like if the character steps on it, will the foot no longer just go trough the ground is what i wonder** Also, i wonder if it will be possible to get displacement on landscapes with VHM soon that also adds collison. There is just no reason to use good displacement on terrains for areas that have small or large rocks / cliffs displaced from the landscape by VHM / Landscape material... Like if you would use a beach layer that has rocks that are pushed up from the terrain, or rock formations/cliffs on montain/step hill slopes. As of now those details have to be added in to the heightmap it self in the terrains generator tools. I guess that it would also be better on performance to actually add this to the heightmap, and then use landscape LOD to decrease tessellation by distance. Or by doing it trough the landscape shader if still possible when the landscape is using nanite. (If even needed when using nanite that is)
Greetings, I'd like to ask you (or anyone knowledgeable) about some tips for the new displacement feature: First, when I enabled nanite landscape, the FPS absolutely tanked, the issue in debugger is "Nanite:VisBuffer", anyone knows how to optimize this? Also, when I use nanite landscape displacement and my camera comes too close, the terrain disappears, as if there's a small radius around the camera which doesn't render the landscape. And lastly, most importantly, I use standard landscape auto material and for mountains I use very big tiling, so I also have to use big displacement multiplier to make the rocks really pop out, however in areas where different layers meet, the displacements of both textures are "fighting" instead of blending and it creates almost hair-like broken terrain because the rocks want to pop out but grass wants to stay flat. Has anyone encountered this? Thanks!
I think it would be more obvious if you didn’t use the normal maps. Also in a ideal world you wouldn’t need normal maps and the displacement creates all the detail you need to create real shadows. Not really sure if we’re there yet in video games. What’s your take on that?
The displacement is moving only the vertices and does not recalculate the normals like an offline renderer. So you would get the shadows of the high res mesh and the flat normals of the low res. You always need a properly made Normal Map, or it looks VERY weird.
Damn i tried this and my mesh seperates when i put tessellation any idea on wtf im doing wrong. Btw sweet video and i think this could he a huge deal in the future of making game assets very easily. That building you made looks pretty good as it it.
Quixel still just gives me 3 images, the third not being displacement. I'm guessing that's in one of the channels, but I'm not having much luck. Any advice?
Hi ! How is it possible to download displacement map through Quixel Bridge in the materials ? Can't seem to find something in the settings or something....
Found it some hours after but thanks for sharing ! 🙂 I used to work with ORM packed Tex from substance but didn’t think it could also be that for displacement 😅
@2:14 you can actually see that the tessellation is from the looks if it *adding outlines where there was no before* causing holes in the mesh. Is that just because it is very high poly? And is it not best to make a material instance that is used on the meshes? So that you can change the displacement settings there, plus other parameters you choose to add to the shader... If you have many meshes that uses textures that don't require any texture cordinates to scale up/down, then you can use the same master material as parent for all material instances on the meshes, instead of creating separate master materials for each one 🤓☺
there could be some engine commands to change the amount of triangles. But I'm guessing the distance is irrelevant since it's handled by nanite already. Though I'd like to have some extra control for performance reasons.