The procedural vegetation editor looks exciting, but it would be useful to know how one can create vegetation presets, and in what format the preset loader expects the JSON file.
I note that the editor’s attributes panel does not show data points when inspecting the various nodes. Is this by design or an oversight?
Also think the editor nodes need to include a degree of randomisation (seeds) to be effective.
Still fbx export and reimport for metahuman does not work. Same as 5.6.1. Export the body of default or an adjusted metahuman to fbx, import it and then try to adapt the body of a metahuman or default with the exported and imported body (gave different name on export). Will cause error that the mesh doesn’t match the metahuman, without having modified the fbx. So a workflow with blender to adjust the body fails in all cases, as UE can’t even import its own export. Tried different options, none worked so far.
I made a mistake in my earlier post, the difference in output is driven by voxelization of the grass-meshes.
It preserves detail VERY well, even the appropriate height which is great, but coverage lacks as it doesn’t scale to preserve area, which I know to be by-design. Otherwise performance is impacted positively. In my case with just-massive-amounts of grass being drawn, it’s not so much extra frames (a few) but that it doesn’t bottom out nearly as much and never as far-down as with preserve-area, so there, even reliability of performance is improved as well; win-win IMHO.
Question to Epic: is it possible to get the best of both worlds? Each voxel is a pixel in size, is it possible to apply a scaling-factor so they can cover more area-screenwise ala preserve area but still be/benefit-from-being a voxel?
The intent of my use-case was to effectively-occlude the landscape such that things/critters/etc that might be (intentionally) hidden in the grass would/could still be so at a distance; that distance-itself might not be a cheat. Having the preserved-area does well to give the impression for grass as far as the eye can see, and be that when you see THAT blade of particularly-red (for example) blade of grass at a distance, through your spyglass, zoom, etc, it’s there when you ride right up to it from way over-there; there’s that consistency/continuity of arrangement/layout as well of the lack of LODing w/nanite makes for a truely ‘seamless’ world in those logical-respects. As well, covering more of the landscape at a distance sells the idea of density of the grass as well while being able to use a smaller number of meshes (cheaper for the effect overall).
That’s because VSM receiver masks are enabled by default now, which leads to those parameters not working anymore.
I have reported this before it was made default, but alas….
You could toggle VSM receiver masks off via cvar, the invalidation behavior methods should work again.
There is a regression with VR rendering in the 5.7 preview: Deferred rendering seems to be broken in VR somehow.
Very simple repro steps:
Create a new VR template project
Disable “Forward Shading” in the project settings
Disable “Instanced Stereo” in the project settings
Launch VR preview, move your head left/right and observe significant differences in visuals between the left and right eye. On the right eye everything looks a lot more aliased during movement than in the left eye.
This issue partically also exists with “Instanced Stereo” enabled, but it seems to be a bit easier to reproduce with “Instanced Stereo” disabled. And this is unrelated from any AA, you even see it with AA completely turned off.
Unrelated to the issue above, a different regression with VR rendering that was introduced with 5.6 is unfortunately also still in the 5.7 Preview and not fixed yet:
Create a VR template project
Launch VR preview and enable “r.HZBOcclusion 1”
Move your hand in front of the left eye and see objects incorrectly become invisible on the right eye (the right eye incorrectly uses HZB occlusion info from the left eye). If you test the same in 5.5 or even all the way back to 4.27, you won’t see an issue. 5.6 broke HZB occlusion in VR.
And this issue actually affects multiple different rendering features since many rendering features in the engine rely on HZB occlusion info, even with r.HZBOcclusion set to 0. For example using an Instanced Static Mesh Component with per-instance GPU LOD selection enabled and r.InstanceCulling.OcclusionCull 1 shows the same issue with instances becoming invisible on the right eye if they are occluded by something on the left eye, because that culling is based on the HZB info. Another engine feature that’s broken by this bug is lightgrid culling, which also is based on the HZB info.
WHAT HAPPENED TO FAB?! Is it no longer in Engine? We now have to do the download from Launcher?! I really hope i’m just missing something here, because I don’t see fab plugin available or the Get Content under window for bridge or fab. If we have to exit the project to do all the new downloading and exporting formats instead of simply adding it to our project, that is the dumbest most NOT USER FRIENDLY decision I have seen. What in the world? It was working great and fast inside the editor. Please put back!
Pathtracer/raytracing always uses Nanite fallback meshes by default, which in case of the trees looks like this.
You could use r.raytracing.nanite.mode=1 to instead use the full Nanite meshes, just be prepared for a reduction in performance and maybe hitting some buffer limits.
Alternatively you could set the fallback meshes on all the pertaining meshes to 100% (meaning 0% reduction) of the Nanite mesh.
Thanks! Yeah I was getting that result too slowly now. If I set the fallback to 100%, will the GPU/LIT mode still properly do nanite or am I forcing now 100% geometry on all Path Tracer and GPU modes?
I’d rather set r.raytracing.nanite.mode=1 for the pathtracer when you need it, and keep it at 0 if you don’t.
You still want the regular fallback mesh representations if you’re actually doing realtime applications.