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My understanding is that while they allow masked textures, the geometry is still fully emitted by Nanite. That means you still need to start with a mesh that ha
by fxtentacle 3y ago
My understanding is that while they allow masked textures, the geometry is still fully emitted by Nanite. That means you still need to start with a mesh that has multiple leaves baked into a single polygon plane, as opposed to starting with individual leaf geometry and then that is somehow baked automatically.
This illustration from the page you linked to shows that as well:
https://cdn2.unrealengine.com/nanite-in-fortnite-chapter-4-prograster-vbuffer-8e94c55ae92b.gif https://cdn2.unrealengine.com/nanite-in-fortnite-chapter-4-p...
The alpha masked holes move around, but the polygons remain static. That means if you draw a tree with this, you still have the full overdraw of the highest-poly mesh.
- jsheard 3y agoYeah alpha masking is inefficient under Nanite, but as they explain further down its handling of dense geometry is good enough that they were able to get away with not using masked materials for the foliage in Fortnite. The individual leaves are modelled as actual geometry and rendered with an opaque, non-masked material. https://cdn2.unrealengine.com/nanite-in-fortnite-chapter-4-triangle-counts-1920x1080-90a3059197d2.jpg https://cdn2.unrealengine.com/nanite-in-fortnite-chapter-4-t... https://cdn2.unrealengine.com/nanite-in-fortnite-chapter-4-triangle-counts-nanite-1920x1080-be5844e3497b.jpg https://cdn2.unrealengine.com/nanite-in-fortnite-chapter-4-t...
- fxtentacle 3y agoThat 2nd picture looks to me like they switched from Nanite to hand-crafted billboard textures in the 2nd or 3rd LOD.