Hello,
We’re a project looking to start production soon from Unreal 5.6, currently in pre-production using 5.5.
We would like to know if it’s feasible to use Nanite Tessellation as a core part of our asset creation workflow (official documentation still mentions it as experimental in 5.6). Specifically, to let it model detail from tile-able textures (ie. bricks, stones, tiles of all sorts) at runtime. It would also allow for quick iteration and flexibility, creating variation from basic kits through textures or Mesh Painting.
The official documentation mentions the Magnitude of displacement as a key parameter affecting performance, with larger values to be avoided. It seems reasonable that detail like described above can be done with fairly low values (as well as proper Start and End Fade Size(s)), but is there an approximate upper bound that we should not go past? Are there other things we need to consider with the above workflow, beyond what the documentation already mentions?
We are using Magnitude displacement values of 4.0 (the default) in general with Quixel scan textures, which gives us great results on castle stonework for example. But for certain assets, we may need to go above (ie. Magnitude = 10.0). Short of GPU profiling, do you recommend an interval we should stick to?
Also, what is the intended use of Nanite Tessellation? Is it meant for displacement that adds micro-detail (ie. brick lines), or can it handle displacing larger detail as well?
Looking forward to your insight.
Thanks,
Razvan