Nanite Tessellation in Unreal Engine 5 Demonstrated in Action

Karim Yasser presented a neat shader that can blend between two materials based on world normals.

Karim Yasser, a talented Lighting Artist and Unreal Engine Instructor, has recently shared an impressive demo highlighting the capabilities of Nanite tessellation in Unreal Engine 5. Utilizing this toolset, he set up a remarkable shader capable of blending between two materials based on world normals.

Particularly useful for generating snow, moss, and rocks on top of objects, the shader was further enhanced thanks to the creator's use of Displacement to add geometry to the mesh instead of Normal Maps. According to Karim, the setup is currently WIP and will be further refined in the near future. Once complete, the author plans to share it alongside a detailed tutorial explaining the nitty-gritty of how the shader works.

Previously, Karim joined 80 Level to tell us about the Gljúfur project made with Unreal Engine, explaining its composition and lighting in more detail.

And prior to that, we spoke to the artist about the Victorian Street project, explaining the workflow in Unreal Engine 5, discussing using Nanite to create meshes, and showing how four different lighting setups were created for the scene.

See more of Karim's awesome works here and don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on InstagramTwitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.

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