Nanite for Artists | GDC 2024
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Published 2024-05-02
All Comments (21)
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Epic: "With Nanite you don't need to think about LODs anymore!" Also Epic: "Nanite is a lot of data, so you should rely on instancing. Also instancing is limited, so here is how you can bring back LODs to swap out Nanite with billboards."
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Arran is one of the best tech artists instructors out there! Excellent talk 🎉 thanks for the concise presentation
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the guy who screamed when you turn on the overdraws at 01:44 made my day!❤😂, thank you for this video! we are learning a lot
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awesome, very clear and concise breakdown and super smart way of working. thanks for sharing this workflow/technique!
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So basically the talk was about bringing back LODs into our workflow... nice. To be fair, it's still pretty amazing how you implemented nanite and the new tessellation feature is really nice too. If you asked me, it would be nice that you made the process of creating procedural content more artist friendly, the same way you did with CONTROL RIG. I know people kind of laughed when at the talk they mentioned new gizmos as an exciting feature. It was laughable. BUT, focusing on making things user/artist friendly is something that many software companies many times overlook, and should not be underestimated. If you force users to have to figure out how to use your software instead of enabling them to intuitively explore it and experiment with it, you are loosing users by the second. I would love to see more commitment with PCG. For example, creating a neat UI with placeholders for the tree components. Easier material/terrain workflow. Etc
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I also thought about using pcg to create foliage assets (for billboards tho) when I was messing with tutorial.Fully dynamic workflows is the best tool for these natural environment.Great job!
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surprisingly awesome presenter / speaker. well done
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Thanks for this!
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ME : you were ment to destroy LODs and billboards not join them ! Nanite : ha ha billboards and LODs go brrrrrrrrrrrrrrrrrrrrrrrrrrrrr
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I want my vertex painting back...EPIC!
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Really love the presentation. I was wondering whether epic can release the project file from the presentations so that it can be studied by the community?
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would love to see a method on baking ground cover color info into landscape textures / rvts. making it possible to remove ground cover completly at distance. (for example if we have an area with bushes clustered around, we cant change the ground texture to match the bush colors, due to up close the ground still needs to be ground texture. sure we can fade it in using textures and masks over the same areas we place this cover, but landscape materials only got 16 sampler slots, and it starts going a bit crazy when using shared sampler slots that needs to tile 1:1 over several landscapes. Sadly enough we're working with landscapes so large and so forested that we're hitting the cluster cap really early.
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Insightful! Great work. Hoping we can get this in a content sample so we can review it in editor with some examples. Regardless, thanks for the knowledge!
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I added megascans to PCG Biome and it did not like it at all at anywhere over low scalability. I was 100% sure I was doing something wrong. This video helps me start to understand why I can't just "nanite everything" and go.
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The talk started with overdraw problem shown with the default approach. Would have been nice to see to see overdraw at the very end to see how much better it got with the method they showed
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This is amazing talk. I'm wondering how I can handle world position offset on the tree leaf in PCG, like wind sway or something. As far as I know, I can't paint vertex color or change UV on PCG.
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Great stuff, got a question about HLODs. Does Pcg has the same hlod as level? Im recreated the tree pcg with look ats, but cant get them fallback to LODs through HLODs disable nanite
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awesome talk
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Can't watch it now, but thanks for your time Arran! Looking forward to this.
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Awesome!👍💪