3 ms·
To be honest, I'm not sure. I watched the Nanite tech talk (https://www.youtube.com/watch?v=TMorJX3Nj6U https://www.youtube.com/watch?v=TMorJX3Nj6U) because I f
by teraflop 5y ago
To be honest, I'm not sure. I watched the Nanite tech talk (https://www.youtube.com/watch?v=TMorJX3Nj6U https://www.youtube.com/watch?v=TMorJX3Nj6U) because I find graphics technology fascinating, but I don't have any experience actually using Unreal Engine.
My understanding is that the Nanite renderer completely bypasses the normal shader pipeline, and therefore deformation using vertex shaders isn't supported. This doesn't mean you can't have deformable meshes in your scene -- they just have to be rendered in a separate pass that doesn't use Nanite.
- ChikkaChiChi 5y agoThis is how I understand it as well. Currently, you can think about it like those old cartoons where parts of the background that were to be interacted with were a slightly different color to help the animators know what they had to work with. Since we are so early in the stages of Nanite tech, I expect UE6 will tout some sort of deferred and active Nanite rendering to allow for handoff for deformation.