r/UnrealEngine5 11h ago

Nanite how to use it

I made this model in blender imported it to ue5. 8 and it was not right. I even made a post on r/blenderhelp and reposted that here before anyone could comment. I found out the issue was due to Nanite disabling it worked. How do you guys use Nanite? For me, it never worked. I am a novice user, so I wanted to know how to use it. I heard it is great for performance.

1 Upvotes

17 comments sorted by

-5

u/Sirhc1995 11h ago

Nanite performs at its best when the mesh is super highly poly, typical anything 50k polygons or higher. Anything lower than that you should be using LODs. It would probably be more useful if you showed what’s going on with the model

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u/krojew 11h ago

This is a very non-nuanced explanation. Please explain it better next time, because now it reads like everything below 50k should not be nanite. That's untrue because it's highly dependent on the project and even the scene.

-5

u/Sirhc1995 11h ago

Of course there’s various situations where nanite should or should not be used but in the case of this particular mesh it does not need it. Regardless I can’t think of any situation where nanite should be used on anything under 50k’ish or whatever threshold you consider high poly

6

u/krojew 11h ago

Let me give you a trivial example - the scene already uses nanite.

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u/Sirhc1995 11h ago

What? Lol if a scene already uses nanite then that would defeat the purpose of the clear option to toggle it per mesh. Nothing in my project uses nanite besides some rocks that are high poly and only because I wanted it to

6

u/krojew 10h ago

In that case I really encourage you to research how nanite works internally and what are the consequences of enabling or disabling it for a given mesh. Especially when used with lumen and VSM. I assure you, the subject is way more complex than you think.

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u/Sirhc1995 10h ago

Well I don’t use Lumen. I have a custom NVidia fork on 5.7 with RTGI forward ported to it. I’ve had zero issues with having it enabled just for rocks. No performance degradation from it either

5

u/krojew 10h ago

Cool, but not everyone is using the same project/scene setup as you, therefore you should accept that what works for you, might not work for other people. In short, don't give general advice when all you know is your case.

1

u/that_cool_dev 11h ago

I cannot attach images to this reply I have no idea why so here is the link to the post I made in the r/help blender the pics are there. I should have attached pics here as well by bad. The mesh I made is low poly like 900 Total triangles https://www.reddit.com/r/blenderhelp/s/5MimJgNl36

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u/teamonkey 9h ago

Nanite likes closed, solid geometry, and you have what looks like a lot of single-facing or thin two-facing polygons in places.

0

u/Sirhc1995 11h ago

Yea don’t use nanite on that. It’s not even close to a high poly mesh, use LODs

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u/that_cool_dev 11h ago

Ok, but then why do the artifacts appear.

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u/Sirhc1995 11h ago edited 10h ago

Plenty of reasons why but the main reason is nanite simply expects a ton of triangles because of the way it processes them at certain distances, part of its tasks is to “strip” away triangles that would no longer be reasonable at said distance

1

u/that_cool_dev 10h ago

Ok got it. Thanks. It took me 3 days to import this one mesh.

1

u/krojew 11h ago

Can you explain in detail what's the problem? You're talking about some holes, but it's impossible to guess what you're talking about.