|
|
|||
|
||||
OverviewShip film-quality assets in Unreal Engine 5.6 with Nanite, Lumen, and Virtual Shadow Maps configured, tested, and proven for production. High resolution geometry raises quality, but it also breaks budgets when projects rely on manual LODs and guesswork. Teams need a reliable way to ingest film-res meshes, keep performance stable, and validate every change across platforms. This book gives you a practical path. You will enable Nanite correctly, align scalability with memory and quality targets, standardize materials that survive Nanite, and use profiling, rails, and counters to prove results on real scenes. build a working mental model of Nanite clusters, hierarchy, streaming, and what the renderer actually draws enable Nanite, Lumen, and virtual shadow maps with project flags and per platform tiers tied to pool sizes ingest film resolution meshes at scale, automate Nanite builds on import, and configure shared DDC for teams author opaque and masked materials that keep quality and speed, including Evaluate WPO and wind guardrails set up decals on Nanite and apply projected versus mesh tactics with clear constraints convert foliage and landscapes for Nanite, use Preserve Area, and model leaves rather than thin alpha cards tune instanced and hierarchical instanced meshes, grass tools, and understand occlusion behavior configure Lumen GI and reflections that match gameplay needs and platform limits tune virtual shadow maps with cache sizing and visualizers you will actually use handle glass, water, and effects with non Nanite companion paths that keep shots stable size World Partition grids, define streaming strategy, and set HLOD roles with proxy generation and material consolidation validate kilometer scale scenes with capture rails and concrete metrics decide when to switch ray tracing against Nanite, use Mode 0 versus Mode 1, and budget the Path Tracer apply safe production uses for skeletal meshes with Nanite and understand current status run a profiling workflow with ProfileGPU, Stat GPU, Unreal Insights, Nanite visualizers, and NaniteStats size the streaming pool, watch convergence, and spot failure signatures before they ship control raster modes per platform with r Nanite MinPixelsPerEdgeHW and related quality options use advanced features like tessellation and displacement with guardrails, spline meshes, and override materials per pass plan platform targets, XR status on PC, fallbacks for mobile or forward paths, and set realistic build sizes and memory budgets use failure signatures with exact repro scripts for foliage thinning, VSM churn, and ray traced artifacts attach telemetry and counters that prove a fix, plus VSM views and capture checklists that keep teams aligned adopt production change guards, risk gates, and exit criteria that make releases predictable maintain version gates and vendor neutral references so guidance stays current without churn Includes practical extras such as reusable capture checklists, failure signatures with repro steps, and production guard patterns for risk gates and exit criteria. This is a code heavy guide. You get working C++, Python, and configuration blocks that you can paste into real projects to automate ingest, audits, profiling, and tuning. Get the reference that turns dense geometry into a stable shipping pipeline, and put Nanite to work. Grab your copy today. Full Product DetailsAuthor: Nico CarrawayPublisher: Independently Published Imprint: Independently Published Dimensions: Width: 17.80cm , Height: 1.50cm , Length: 25.40cm Weight: 0.490kg ISBN: 9798273430426Pages: 280 Publication Date: 07 November 2025 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Available To Order We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |
||||