Skip to content
- by default, the ninja project is not prepared for nanite usage: we are using (A) parallax mapping (POM) and (B) Vertex WorldPositionOffset (WPO) to deform landscapes
- in theory, it would not be too hard to modify the ninja surface basematerial (
/Content/FluidNinjaLive/OutputMaterials/Base/M_NinjaOutput_BaseMaterial_SURFACE') to support Nanite: we need to channel THE SAME information (simulation density) that drives POM or WPO ---> into the DISPLACEMENT output of the material.
- in practice: Nanite Landscapes don’t accept Dynamic Material Instances (ref: https://issues.unrealengine.com/issue/UE-199059), so we can not drive them using ninja DirectDrive (see Manual 4.8 ), instead, we have to (1) expose ninja sim buffers to on-disk RenderTargets, (2) manually apply a material in advance (before game start) to the nanite landscape, and (3) reference the on-disk RenderTargets in the material.
How to expose RenderTargets? Explained in this post: Discord