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The Unreal Engine 5 sets new standards in terms of photorealistic graphics. New rendering technologies like Nanite play a decisive role in this. But what exactly is Nanite?
Nanite is the virtualized geometry system of Unreal Engine 5, which uses a new mesh format and a new rendering technology. This makes it possible to render high-resolution 3D models and textures in large numbers in real time. Even billions of polygons can be calculated quickly and easily in high rendering quality.
When importing the source file (for example an FBX file), the mesh is first analyzed and then divided into hierarchical clusters with triangles. During the rendering process, the individual clusters are displayed in a different level of detail depending on the camera perspective. Furthermore, data is streamed only when needed and only visible details are stored in memory. Various visualization views can be used by developers to control the pipeline.
In order to apply Nanite to a statistical mesh when importing a file, a check mark must be set in the "Import Options" for "Built Nanite". If there are already assets and models within the project, Nanite can be activated later. If Nanite is to be applied to several assets, this is done via the "Content Browser". Once the desired models have been selected, right-click to open the "Context menu" and set Nanite to "Enable". If Nanite is activated for a single mesh, the "Details Panel" is used. In the "Static Mesh Editor", a check mark is then placed next to "Enable Nanite Support" under the item "Nanite Settings".
Nanite makes it possible to display millions of pixel-precise polygons simultaneously. The tech demo of the Unreal Engine 5 from 2020 "Lumen in the Land of Nanite" already spectacularly demonstrated the management of the novel rendering technology. Each of the statutes of the temple complex shown in the short gameplay consists of approximately 33 million polygons. Rendering in real time at 60 frames per second in a 4K resolution hardly causes any problems for the engine and quality losses are almost non-existent. Another positive aspect is that the direct import of source files "ZBrush sculpts" or photogrammetry scans in high quality is possible in Unreal. In addition, the "Level of Detail" (LOD) of the individual meshes is handled automatically by the engine.
Like any new technology, Nanite still has some limitations and various teething problems exist. For example, finer structures like grass, leaves or hair look porous and anything but realistic or high-resolution. Furthermore, transparent materials are not supported and meshes that use nanite have difficulties being deformed or rigged.
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