I have been trying to figure out to setup a material and texture to use a grayscale 16-bit texture fornanite dis[placement, but all the resources I find dont talk about using 16-bit heightmap for displacement. I cannot get a 16-bit texture to work for nanite displacemnt in 5.5?
Hi @blindminds
Let’s see…
Unreal Engine 5.5 does not support 16-bit textures for Nanite displacement natively
Convert 16-bit texture: Substitute the 16-bit texture with an 8-bit grayscale or 32-bit float texture. A 16-bit texture can be converted to 32-bit (float) or 8-bit using software tools like Photoshop or GIMP.
Import the texture: Import the converted texture in Unreal Engine.
Set up the material:
Prepare a material with World Displacement.
Use the Texture Sample node for heightmap
Scale displacement using a Multiply node (for displacing intensity).
Apply the material to a mesh with Nanite enabled.
Enable Nanite: Make sure Nanite is enabled for your mesh in the Details Panel.
Test and tweak: Test the displacement and adjust settings as needed (e.g., intensity scale).
Nanite best supports high-precision displacement with 32-bit float textures. If using a 16-bit texture, it needs to be converted to 32-bit or 8-bit in order to function properly with Nanite displacement.
I had no idea it supported 32-bit and not 16-bit. Will give 32-bit a try. 8-bit was not giving desirable results. thanks
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