Hello, does everyone have this problem? After Nanite is turned on, the vegetation in UE5.1 will keep moving vertically and crazily, completely floating off the ground.I hope someone can come up with a solution to this problem. Thank you
谢谢大家的帮助,我终于理解如何解决这个问题。我总结一下,就是找到植被的树干与树叶的母材质,查看它的主材质的world positon offset 世界位置偏移节点所有连接的Wind风吹节点里或连接的ObjectPivotPoint材质函数里,是否有TransformPosition节点,然后将Source的数值Local Space本地空间修改为Instance & Particle Space实例与粒子空间,保存,等待一段时间着色器的重新编译,即可解决问题。暂时测试了brushify系列与MAWI United GmbH的MW Mountain Redwood Trees Forest Biome植被,成功了,所以其它的UE植被资产里只要能找到这个ObjectPivotPoint材质函数与TransformPosition节点,修改即可解决问题。
Thank you for everyone’s help,. I finally understand how to solve this problem. To sum up, find the parent material of the trunk and leaves of the vegetation, check the world position offset node of its main material, check whether there is a TransformPosition node in all the connected Wind nodes or in the connected ObjectPivotPoint material function, and then change the value of Source Local Space local space to Instance&Particle Space instance and particle space, and save, Wait for a period of time for the shader to be recompiled to solve the problem. We have temporarily tested the Brushify series and the MW Mountain Redwood Trees Forest Biome vegetation of MAWI United GmbH, and succeeded. So as long as we can find this ObjectPivotPoint material function and TransformPosition node in other UE vegetation assets, we can modify it to solve the problem.
Seems to be something wrong with the foliage shader. You can easily figure if that is the issue by opening the material applied to the meshes creating these artefacts. Then disconnect the nodes going into the world position offset input.
Here is an image to showcase what you need to disconnect in order to see if the issue will resolve itself:
If the material world position offset is causing this issue, you simply need to tweak the values that goes into it. There are many great tutorials regarding foliage animation.
叶子着色器似乎有问题。通过打开应用于创建这些人工制品的网格的材质,您可以轻松确定这是否是问题所在。然后断开进入 world position offset 输入的节点。
Found this post just now.
Experienced a similar issue with nanite-enabled trees in UE 5.1.0.
If your issue is similar to what I encountered then it is not-quite-a-bug and more with how a variable that’s often used for World Position Offset changed.
Paraphrasing what worked for me here:
The workaround was to modify the TransformPosition ’s Source value from Local Space to Instance & Particle Space.
i fixed by finding an objectpivotpoint function (look for something similar in the master material for foliage, it will be referenced somewhere and ultimately connected to the World Position Offset material attribute) and changed the transform from instance&particle source to absolute world space destination. see image for reference. you may want to play around with the options, it should fix the issue.
I have problem with nanite foliage. Like my framerate drops to zero, like nanite is not working at all, but if I use the same version of nanite meshes, they work…
谢谢,我终于理解如何解决这个问题。我总结一下,就是找到植被的树干与树叶的母材质,查看它的主材质的world positon offset 世界位置偏移节点所有连接的Wind风吹节点里或连接的ObjectPivotPoint材质函数里,是否有TransformPosition节点,然后将Source的数值Local Space本地空间修改为Instance & Particle Space实例与粒子空间,保存,等待一段时间着色器的重新编译,即可解决问题。暂时测试了brushify系列与MAWI United GmbH的MW Mountain Redwood Trees Forest Biome植被,成功了,所以其它的UE植被资产里只要能找到这个ObjectPivotPoint材质函数与TransformPosition节点,修改即可解决问题。
Thank you. I finally understand how to solve this problem. To sum up, find the parent material of the trunk and leaves of the vegetation, check the world position offset node of its main material, check whether there is a TransformPosition node in all the connected Wind nodes or in the connected ObjectPivotPoint material function, and then change the value of Source Local Space local space to Instance&Particle Space instance and particle space, and save, Wait for a period of time for the shader to be recompiled to solve the problem. We have temporarily tested the Brushify series and the MW Mountain Redwood Trees Forest Biome vegetation of MAWI United GmbH, and succeeded. So as long as we can find this ObjectPivotPoint material function and TransformPosition node in other UE vegetation assets, we can modify it to solve the problem.
I had a similar issue that looked like a breathing blurry glitchy effect on just one of my foliage meshes, which was happening on every instance of it.
Turned out that on some of the materials for the mesh, ‘advanced wind’ was ticked and on others for the same mesh it wasn’t. so I ticked it on each material and it solved the issue. This was on one of the quixel megascans beech trees. I’m not sure if it somehow got unticked or it came like that when I downloaded it… I’m guessing the conflicting wind setting on the different material layers were making an artifact visible.