![]() ![]() Saves artists time by removing the need to paint the ground.Allows Pixel Depth Offset to allow blending.Allows World Position Offset painting using Vertex Colors.Utilized to also spawn non-nanite liquid and dirt meshes.Treats the mesh-like a tiling height map.Very large triangle count - 20~ million triangles per room.Geometry was too dense to make large atomic mesh.Pool Size: 1 GB (should come down in size).GPU Xbox Series X: VirtualTextureFeedbackCopy: 0.032ms.Reused UV's when sampling textures to reduce cost.More expensive than traditional textures.Allows the use of higher resolution textures without blowing texture budgets due to textures being split into tiles.All texture samplers are Streaming Virtual Textures.Can create many brushes on separate layers to get desired results.Painting in world scape, spanning across mesh boundaries.Allows artists to paint material layers in-editor. ![]() Leverages the paintable volumetric fog approach of intersecting height maps.Blending non-nanite meshes using Pixel Depth Offset.Relied on the following techniques instead.Can no longer vertex paint material layers due to extremely high vertex counts.Layering system to allow stacking and overlapping of brushes.Basically, any mesh can be utilized as a brush to paint the fog.Clear naming conventions and guidelines.Everything is wrapped into a Material Function.Have a strong decal workflow due to Nanite assets having material painting limitations.Utilized parallax occlusion decals to fix seams and add in additional detail.Vines were generated using Blenders Icy app and are using Nanite.Nanite is not the best for extremely detailed opaque foliage assets, such as a tree.Most of the foliage were non-nanite meshes due to no translucency material support.Nanite should scale well as DDC tools improve.Currently ideal to utilize Nanite with opaque materials.Texture painting would slow down within Substance Painter considerably when painting 8K textures.Primarily a DDC issue with regards to slow-down, UV editing, and importing/re-importing time.The ideal target triangle count was between 300k-500k.IMPORTANT: Nanite currently doesn't support. ![]()
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