Nanite and ZBrush Poly Painting

After reading this “unreal-marketplace-has-gone-nanite-insane” i was testing today again how to use Nanite a good way.
So i tested to use Polypainting in ZBrush and use vertex colors in UE 5.

It looks to me the way Nanite works only works with really high poly meshes.

If the mesh is to low on density, you get popups with the painting because nanite reduce the verts based on the distance and with this naturaly also reduce the paint informations.
If the mesh is very high density this also happends, but you dont notice this if you do not know what you are looking for.

I know using only vertex painting is very limited, at the moment still testing different ways what is possible to do.
For some basics like stones and such kinda things this could be great to use i think.

Benefits:

  • Basicly no UV Map needed
  • No textures needed
  • faster rendering / less gpu impact
  • Override of the base painting if needed by adding textures and paint into another channel

Downsides:

  • Very high density mesh is a must have (seems like)
  • Painting density (resolution) depends on the density of the mesh
  • Size of the mesh (compressed nanite size)
  • No AO/Normal/Metalic without additional textures (still can be set up with Parameters)
  • Not easy to change with switching textures (If without UV´s)
  • Time to paint every single asset
    Edit:
  • Also no direct painting on Nanite (atm), convertion to SM needed to paint on mesh

I really want to get the best out of this great nanite system.
I am curios if someone else also tested this and can tell more about this, or have differnet experience.

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