Hi, Since UE5, I can’t use my old trusty pipeline. I used layered materials with displacement, and with procedural noise, blended lets say, bricks with plasters. And I created shaders like, detecting edges of the plasters, added different colors to it, generated normals for edges and so on. And at the end, with a very little effort, I created almost non repeated big villlage houses with unique appearance. And it saved tons of time and effort. I used this method almost for all surfaces.
And now, after UE5, I cant find a way to do that. Because, I need to use pretesselated meshes and use nanite,I cant keep the density of topology on smooth surfaces. No matter what setting I change, nanite just destroys the topology of surface, and that is not good for displacement.
For dirty workaround, I used mesh displacement from moddeling tab with small perlin noise and create small bumpy surface, after that nanite keeps my topology and after that I can use material displacement, but as you can guess, that looks terrible.
So, is there any way, to keep topology density on smooth surfaces like walls when enabling nanite?
I cant use nanite displacement from mesh editor - nanite setting. It doesnt support my workflow.
Pls, someone, tell me there is some way. I waited almost 2 years, did a lot of different pipeline, like making assets and overlap them and so on, and all of that doesnt even come close for speed and simplicity from my old pipeline.
Original topology vs nanite topology.