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	<title>Nanite - DIGITAL PRODUCTION</title>
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		<title>Natsura 0.6 adds effectors and Nanite export for Houdini Foliage</title>
		<link>https://digitalproduction.com/2026/04/21/natsura-0-6-adds-effectors-and-nanite-export-for-houdini-foliage/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 21 Apr 2026 04:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[foliage]]></category>
		<category><![CDATA[growth]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Nanite]]></category>
		<category><![CDATA[PostHog]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[SideFX]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[Vegetation]]></category>
		<category><![CDATA[VEX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=271030</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://digitalproduction.com/wp-content/uploads/2026/04/tree_dark-1013x1080.avif" width="1013" height="1080" title="" alt="A majestic tree with a thick, textured trunk and lush, vibrant green foliage cascading down its branches. Swirling green mist envelops parts of the tree, creating an ethereal, mystical atmosphere. The sunlight filters through the leaves, highlighting the tree's grandeur." /></div><div><p>New growth controls, a new assembly workflow, and a long changelog full of speedups, warnings, and some very honest rough edges.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/21/natsura-0-6-adds-effectors-and-nanite-export-for-houdini-foliage/">Natsura 0.6 adds effectors and Nanite export for Houdini Foliage</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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08:10:59&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14127,&quot;href&quot;:&quot;https:\/\/www.natsura.com\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: Natsura, the <a href="https://www.natsura.com/?" title=""> Houdini foliage toolkit</a> lives inside <a href="https://www.sidefx.com/">Houdini</a>, can push assets to <a href="https://www.unrealengine.com/">Unreal Engine</a> workflows, and now leans harder into assemblies, mapping, and export glue.</em></p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-271030-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://h734mnxlx8nxangb.public.blob.vercel-storage.com/output_bg_h264.mp4?_=1" /><a href="https://h734mnxlx8nxangb.public.blob.vercel-storage.com/output_bg_h264.mp4">https://h734mnxlx8nxangb.public.blob.vercel-storage.com/output_bg_h264.mp4</a></video></div>
</div></figure>



<h3 id="what-shipped-in-0-6" class="wp-block-heading">What shipped in 0.6</h3>



<p class="wp-block-paragraph">Version 0.6.0.0 landed on March 25, 2026, with support for Houdini 20.5 and Houdini 21.0. The release calls out modular effectors, Nanite assemblies, an assembly decorator, a revamped UI, analytics, scan extension, and Houdini 21 support. The update introduces an Assembly workflow aimed at quickly rigging twig and branch libraries and assembling canopies. There is also a set of tools for <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal </a>Nanite skeletal assembly support, paired with wind authoring tools. Assembly-related nodes are flagged as experimental in the release notes, though. Be careful. </p>



<p class="wp-block-paragraph">On the shaping side, the release adds a modular effector system like a bolt on simulation modifiers with no VEX required. Effectors are an extendable stack, and the base effector node supports writing VEX to extend the simulation and respond to geometry and inputs.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="682"  height="360"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image.gif?resize=682%2C360&ssl=1"  alt="https://www.natsura.com/_vercel/image?url=%2Ffeatures%2Fgifs%2Fphototropism.gif&w=1536&q=80"  class="wp-image-271686" ></figure>



<h3 id="assemblies-decorators-and-unreal-export" class="wp-block-heading">Assemblies, decorators, and Unreal export</h3>



<p class="wp-block-paragraph">The release adds new nodes for an assembly pipeline, including an assembly resource node for mesh library import and auto rigging, an assembly decoration node for canopy decoration that can pick modules based on traits and transform instance hierarchies with rigid rotations, and a classify node for trait-based module classification.</p>



<p class="wp-block-paragraph">Export to Unreal related workflows gets multiple mentions. The export node for Unreal <a href="https://digitalproduction.com/tag/nanite/" title="Nanite">Nanite </a>assembly lists updates including material support, skeletal and static assembly, fixed instance naming, and removal of a transform on points that broke instancing. There is also a LOP node for USD workflows that creates a Nanite assembly for SOP based creation.</p>



<p class="wp-block-paragraph">Wind support is expanded through new nodes for wind initialisation and validation, wind class assignment for Unreal, a wind preview visualisation tool that is functional but not accurate or meant to look good, and a node that exports UE5 DynamicWindSkeletalData as JSON. If your environment team already has a wind data convention, this is the part to validate early, especially around naming, material binding, and what your in-engine tooling expects.</p>



<h3 id="effectors-guides-and-growth-controls" class="wp-block-heading">Effectors, guides, and growth controls</h3>



<p class="wp-block-paragraph">Several new effectors are listed: deflection, magnet attraction, gravitropism, gravity, and noise based growth perturbation. The grow node line gets a long set of updates in this release, including a new spiral parameter with absolute and relative modes, integration with the effector stack, and an updated decorator stack format to match the effector stack.</p>



<p class="wp-block-paragraph">One practical change is the way mapping and prim construction are described. Map prim construction is deferred to grow, which is described as reducing node count and compile time. There is also an instant colour preview mentioned, plus options for skeleton swapping and custom draw modules. Growth workflows appear to be treated as a family of versions, with backwards compatibility restored across multiple grow versions and various mapping and parameter warning cleanups.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/Fm00WY8dCT4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent&listType=playlist&list=PLAENANEmRYZV2fi6HGp_1iOg_2ohOq446" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="rig-simplification-and-reskinning" class="wp-block-heading">Rig simplification and reskinning</h3>



<p class="wp-block-paragraph">Rig simplification tooling shows up both as a new simplify rig node and as updates to a simplify rig reskin path, as well as multi stem tree support, chaining of simplify nodes, and added carve method and max joints count.  If your pipeline needs a predictable joint budget for game ready trees, this is where you will want to spend time. </p>



<h3 id="analytics-and-privacy-details" class="wp-block-heading">Analytics and privacy details</h3>



<p class="wp-block-paragraph">Analytics is “opt-in” and disabled by default, with no data collected without explicit user consent.  If you work in an environment with strict compliance rules, the opt in default and EU cloud note are helpful details, but you still need to run your own review. Make sure your team knows what is allowed, and that tool telemetry decisions match your facility policy.</p>



<p class="wp-block-paragraph">The notes also state that 0.7 will be a breaking release, and this 0.6 release includes precursor work such as a standardised mapping architecture, groundwork for decorator cook trigger decoupling, and a foundation for mappable decorator parameters. Read that as a warning to keep a rollback plan, and to budget time for update testing before you touch active porudction setups.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fm00wy8dct4-00-01-28-install-natsura-package-windows.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fm00wy8dct4-00-01-28-install-natsura-package-windows.png?resize=1200%2C675&quality=72&ssl=1"  alt="A dark-themed user interface displaying an account overview for &#039;rFatsura&#039;. Sections include subscription status, billing information, and recent transactions. Below, available licenses are listed with their active statuses and details like license keys, devices, and created dates."  class="wp-image-271680" ></a></figure>



<h3 id="compatibility-notes-for-houdini-artists" class="wp-block-heading">Compatibility notes for Houdini artists</h3>



<p class="wp-block-paragraph">Houdini 21 support is obvious, including mention of an APEX graph schema enforcement fix. The release also claims continued full Houdini 20.5 support, plus compatibility work around Qt bindings.</p>



<p class="wp-block-paragraph">In practice, this release spans a lot of surface area: SOP level nodes, UI panels, export to Unreal, USD workflow hooks, analytics, and a mapping engine refactor. That is a lot of moving parts for a minor release number, even if the changelog is transparent about what is experimental. Treat the upgrade like you would any node library update: keep a copy of old scenes, validate the graphs, and test exports end to end before shipping anything client facing.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.natsura.com/?utm_source=chatgpt.com">https://www.natsura.com/</a></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/21/natsura-0-6-adds-effectors-and-nanite-export-for-houdini-foliage/">Natsura 0.6 adds effectors and Nanite export for Houdini Foliage</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A majestic tree with a thick, textured trunk and lush, vibrant green foliage cascading down its branches. Swirling green mist envelops parts of the tree, creating an ethereal, mystical atmosphere. The sunlight filters through the leaves, highlighting the tree's grandeur.]]></media:description>
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		<item>
		<title>Meshes in Unreal: Arvomis Oy ships SmartConform Pro</title>
		<link>https://digitalproduction.com/2026/04/17/meshes-in-unreal-arvomis-oy-ships-smartconform-pro/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 17 Apr 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arvomis]]></category>
		<category><![CDATA[Fab]]></category>
		<category><![CDATA[Geometry Processing]]></category>
		<category><![CDATA[Geometry Script]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[Nanite]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[SmartConform Pro]]></category>
		<category><![CDATA[Unreal Engine]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/6561c737-2e3c-45c0-8be5-cdc2dc28c367.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A split image showcasing two views of a rocky terrain. The left side, labeled "BEFORE," features a smooth white dome partially obscured by piles of rocks. The right side, labeled "AFTER," presents the same area, now seamlessly blended, with the dome almost entirely concealed under natural debris, demonstrating improved integration into the landscape." /></div><div><p>One click to stick panels, rocks, and greebles to ugly geometry. SmartConform Pro stays inside UE and bakes results fast.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/17/meshes-in-unreal-arvomis-oy-ships-smartconform-pro/">Meshes in Unreal: Arvomis Oy ships SmartConform Pro</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/6561c737-2e3c-45c0-8be5-cdc2dc28c367.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A split image showcasing two views of a rocky terrain. The left side, labeled "BEFORE," features a smooth white dome partially obscured by piles of rocks. The right side, labeled "AFTER," presents the same area, now seamlessly blended, with the dome almost entirely concealed under natural debris, demonstrating improved integration into the landscape." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:14106,&quot;href&quot;:&quot;https:\/\/www.fab.com\/listings\/3df02265-3c86-4d3f-a17f-3fea15d418f1&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14107,&quot;href&quot;:&quot;https:\/\/en.wikipedia.org\/wiki\/Greeble&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260417070551\/https:\/\/en.wikipedia.org\/wiki\/Greeble&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-17 07:23:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 21:23:39&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 21:23:39&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14108,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/nanite-virtualized-geometry-in-unreal-engine?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14109,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/geometry-scripting-users-guide-in-unreal-engine&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14110,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/editor-utility-widgets?application_version=4.27&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260417072046\/https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/editor-utility-widgets?application_version=4.27&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-17 09:23:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-21 07:06:47&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-21 07:06:47&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14111,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/API\/PluginIndex\/GeometryProcessing&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260417072218\/https:\/\/dev.epicgames.com\/documentation\/unreal-engine\/API\/PluginIndex\/GeometryProcessing&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-17 09:23:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-21 07:06:47&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-21 07:06:47&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14112,&quot;href&quot;:&quot;https:\/\/www.fab.com\/listings\/3df02265-3c86-4d3f-a17f-3fea15d418f1?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/BPOH00_Axq4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="one-click-fewer-vertex-pushes" class="wp-block-heading">One click, fewer vertex pushes</h3>



<p class="wp-block-paragraph"><a href="https://www.fab.com/listings/3df02265-3c86-4d3f-a17f-3fea15d418f1" title="">SmartConform Pro</a> is a geometry-based conform and projection tool that wraps meshes onto complex surfaces like terrain, walls, and props directly inside the editor. The goal is to avoid manual rotation, scaling, and tweaking when placing assets on uneven geometry.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/media.fab.com/image_previews/gallery_images/4e22e7ce-9443-4d7c-bff2-b18efd22b68e/83faccfb-6fe2-4bbe-9a55-c8295dfb2c83.jpg?w=1200&quality=80&ssl=1"  alt="https://media.fab.com/image_previews/gallery_images/4e22e7ce-9443-4d7c-bff2-b18efd22b68e/83faccfb-6fe2-4bbe-9a55-c8295dfb2c83.jpg" ></figure>



<p class="wp-block-paragraph">The core workflow is simple_ You select a source mesh and a target surface, then run a projection to conform the source onto the target. The tool targets common environment tasks like placing sci-fi panels, vents, and other hard-surface details onto curved geometry, plus placing rocks, debris, and similar assets naturally on terrain. Or, as we now them, ALL DA <a href="https://en.wikipedia.org/wiki/Greeble" title="">GREEBLIES</a>! </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/bpoh00_axq4-00-01-23-9-no-more-baking-transforms-_-smart-conform-pro-update.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="649"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/bpoh00_axq4-00-01-23-9-no-more-baking-transforms-_-smart-conform-pro-update.png?resize=1200%2C649&quality=72&ssl=1"  alt="A detailed white ceramic vase with intricate floral patterns engraved on its surface. It stands elegantly against a dark background, showcasing glossy highlights and soft shadows. The setting also features a user interface detailing the features of Conform Smart Pro software."  class="wp-image-271002" ></a></figure>



<h3 id="wrapping-modes-overhangs-and-smoothing" class="wp-block-heading">Wrapping modes, overhangs, and smoothing</h3>



<p class="wp-block-paragraph">SmartConform Pro includes projection modes for surface-based wrapping and vertical projection, with volume preservation called out as a “design intent” – including supposedly smart overhang handling with an optional fallback to world surfaces.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/media.fab.com/image_previews/gallery_images/cf4c6af6-5ff4-412c-98a6-b78e650eff04/41a83bcd-3603-420d-a3bf-ad1d09654bec.jpg?w=1200&quality=80&ssl=1"  alt="https://media.fab.com/image_previews/gallery_images/cf4c6af6-5ff4-412c-98a6-b78e650eff04/41a83bcd-3603-420d-a3bf-ad1d09654bec.jpg" ></figure>



<p class="wp-block-paragraph">There is a relaxation smoothing feature intended to reduce stretching and improve deformation quality. The interface provides a real-time preview for interactive setting changes before committing the result. One takeaway is that this is meant for fast conform tasks where the input mesh shape and UVs should stay predictable after the confrom step, instead of becoming a hand-tuned placement problem.</p>



<p class="wp-block-paragraph"></p>



<h3 id="baking-nanite-and-what-it-depends-on" class="wp-block-heading">Baking, Nanite, and what it depends on</h3>



<p class="wp-block-paragraph">SmartConform Pro can bake the result to a static mesh, with Nanite readiness claimed after baking. <a href="https://digitalproduction.com/tag/nanite/" title="Nanite">Nanite </a>support is described in the context of generating baked meshes suitable for high-detail rendering workflows, which aligns with how <a href="https://dev.epicgames.com/documentation/unreal-engine/nanite-virtualized-geometry-in-unreal-engine?utm_source=chatgpt.com">Nanite</a> operates on static mesh assets.</p>



<p class="wp-block-paragraph">Under the hood, the tool lists a C plus plus core powered by <a href="https://dev.epicgames.com/documentation/unreal-engine/geometry-scripting-users-guide-in-unreal-engine" title="">Geometry Scripting</a> and an <a href="https://dev.epicgames.com/documentation/unreal-engine/editor-utility-widgets?application_version=4.27" title="">Editor Utility Widget</a> interface. The listing also notes it requires the Unreal Engine Geometry Script and Geometry Processing plugins, referencing <a href="https://dev.epicgames.com/documentation/unreal-engine/API/PluginIndex/GeometryProcessing" title="">Geometry Processing</a> as part of the dependency stack.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/media.fab.com/image_previews/gallery_images/8f89ea2b-bd8a-47a7-9c33-0d4773c83113/eff9b786-1b16-4746-8acf-77c295fb6145.jpg?w=1200&quality=80&ssl=1"  alt="https://media.fab.com/image_previews/gallery_images/8f89ea2b-bd8a-47a7-9c33-0d4773c83113/eff9b786-1b16-4746-8acf-77c295fb6145.jpg" ></figure>



<p class="wp-block-paragraph">As always, new tools and workflow shortcuts should be tested on a copy of your project before they touch production assets, especially when deformation, baking, and downstream lighting or collision are involved.</p>



<h3 id="pricing-and-availability" class="wp-block-heading">Pricing and availability</h3>



<p class="wp-block-paragraph">SmartConform Pro is sold on Fab, with a Personal license for 55€, and a Professional License for studios / Entities beyond 100.00€ revenue a year, coming in at 96€. </p>



<h3 id="what-to-watch-for-in-real-projects" class="wp-block-heading">What to watch for in real projects</h3>



<p class="wp-block-paragraph">The promise here is speed: fast placement for modular detailing and kitbashing, without leaving the editor. The real question for pipelines is how consistent the porjection results are across different mesh densities, collision setups, and target surface complexity, and how clean the baked meshes are for Nanite, LODs, and lightmaps once they leave the preview phase.</p>



<p class="wp-block-paragraph">If this lands, it is the kind of editor utility that pays for itself by deleting a thousand tiny manual adjustments from every environment pass.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.fab.com/listings/3df02265-3c86-4d3f-a17f-3fea15d418f1?utm_source=chatgpt.com">https://www.fab.com/listings/3df02265-3c86-4d3f-a17f-3fea15d418f1</a></p><p>The post <a href="https://digitalproduction.com/2026/04/17/meshes-in-unreal-arvomis-oy-ships-smartconform-pro/">Meshes in Unreal: Arvomis Oy ships SmartConform Pro</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A split image showcasing two views of a rocky terrain. The left side, labeled "BEFORE," features a smooth white dome partially obscured by piles of rocks. The right side, labeled "AFTER," presents the same area, now seamlessly blended, with the dome almost entirely concealed under natural debris, demonstrating improved integration into the landscape.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">269959</post-id>	</item>
		<item>
		<title>NanoGaussianSplats for UE5</title>
		<link>https://digitalproduction.com/2026/03/24/nanogaussiansplats-for-ue5/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 24 Mar 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[clusters]]></category>
		<category><![CDATA[culling]]></category>
		<category><![CDATA[Gaussian Splatting]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[LOD]]></category>
		<category><![CDATA[Nanite]]></category>
		<category><![CDATA[NanoGS]]></category>
		<category><![CDATA[PLY]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[realtime rendering]]></category>
		<category><![CDATA[sorting]]></category>
		<category><![CDATA[splats]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[virtualized]]></category>
		<category><![CDATA[VRAM]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=262308</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/5nyo6cfvio0-00-00-10-67-nanite-style-gaussian-splatting-render-in-unreal-engine-_-nanogs-plugin-free.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A virtual landscape filled with colorful 3D piñata llamas against a purple background, creating a whimsical atmosphere. On the right, a stylized, abstract representation of the llamas in vibrant colors against a black backdrop." /></div><div><p>NanoGS adds a UE plugin for big Gaussian splat scenes, with LOD clusters, culling, and GPU sorting to keep frames moving.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/24/nanogaussiansplats-for-ue5/">NanoGaussianSplats for UE5</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/5nyo6cfvio0-00-00-10-67-nanite-style-gaussian-splatting-render-in-unreal-engine-_-nanogs-plugin-free.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A virtual landscape filled with colorful 3D piñata llamas against a purple background, creating a whimsical atmosphere. On the right, a stylized, abstract representation of the llamas in vibrant colors against a black backdrop." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:13768,&quot;href&quot;:&quot;https:\/\/paulbourke.net\/dataformats\/ply\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260323083428\/https:\/\/paulbourke.net\/dataformats\/ply\/?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-24 07:28:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-27 09:26:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 09:49:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 10:17:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 06:53:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 07:32:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-13 16:08:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 22:43:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 13:37:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-24 04:46:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-27 17:34:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-30 20:34:03&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-30 20:34:03&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13769,&quot;href&quot;:&quot;https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/nanite-in-unreal-engine?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:7827,&quot;href&quot;:&quot;https:\/\/www.python.org&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/5nyo6cfvio0?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="the-problem-nanogs-tackles" class="wp-block-heading">The problem NanoGS tackles</h3>



<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/gaussian-splats/" title="Gaussian splats">3D Gaussian splatting</a> can look like magic right up until it starts behaving like a tax audit. Big captures mean millions of splats. Millions of splats mean constant sorting work, a lot of memory pressure, and a very real risk that the renderer spends time drawing things the camera never sees. NanoGS targets that exact pain: rendering large-scale Gaussian splatting files in real time, while handling video memory pressure, sorting huge splat counts efficiently, and drawing only what the screen needs.</p>



<p class="wp-block-paragraph">The approach focuses on a set of optimisation techniques: Nanite-style LOD clusters, screen-space error LOD selection, splat compaction, a global accumulator, and GPU radix sort. The headline promise is straightforward: large-scale Gaussian splatting scenes should render efficiently, with an emphasis on keeping memory usage low. That is a marketing claim.</p>



<h3 id="supported-engine-versions-and-what-you-actually-install" class="wp-block-heading">Supported engine versions and what you actually install</h3>



<p class="wp-block-paragraph">NanoGS lists support for <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a> versions UE5.6 and UE5.7. The workflow stays inside the familiar plugin lane. You download the plugin from the releases page, place it into your project’s Plugins folder, then import a <a href="https://paulbourke.net/dataformats/ply/?utm_source=chatgpt.com">PLY</a> file using the plugin import button. That import creates a Gaussian Splat Asset, which you can drag directly into a level for rendering.</p>



<p class="wp-block-paragraph">There is also an asset action to enable or disable <a href="https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-in-unreal-engine?utm_source=chatgpt.com">Nanite</a> if needed. It is an unusual sentence to write about splats, but that is the point: the tool is trying to make splats behave like a native citizen in the realtime world.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/5nyo6cfvio0-00-00-01-nanite-style-gaussian-splatting-render-in-unreal-engine-_-nanogs-plugin-free.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/5nyo6cfvio0-00-00-01-nanite-style-gaussian-splatting-render-in-unreal-engine-_-nanogs-plugin-free.png?resize=1200%2C675&quality=72&ssl=1"  alt="A split image: on the left, a rocky coastal landscape with greenery; on the right, an abstract representation of the same scene using vibrant colors and shapes resembling various elements of nature."  class="wp-image-262310" ></a></figure>



<h3 id="the-controls-that-decide-whether-it-feels-stable" class="wp-block-heading">The controls that decide whether it feels stable</h3>



<p class="wp-block-paragraph">The plugin exposes settings grouped by intent. They map cleanly to the trade-offs most realtime teams already juggle: quality, performance, and final look. On the quality side, SH Order adjusts spherical harmonics quality. On the performance side, Sort Every Nth Frame changes how often splats get sorted. Enable Frustum Culling turns frustum culling on or off. LOD Error Threshold sets how sensitive LOD cluster switching should be. On the rendering side, Opacity Scale adjusts splat opacity, and Splat Scale adjusts splat size.</p>



<p class="wp-block-paragraph">These are not vanity sliders. Sorting frequency can be the difference between a stable camera move and a shimmering mess. Culling can be the difference between a scene that fits and a scene that explodes memory. LOD sensitivity can be the difference between crisp detail and visible popping. And opacity and scale are the levers that decide whether the splats read as a coherent surface or as a cloud of regret.</p>



<p class="wp-block-paragraph">About one third into your first test session, you will probably notice the same thing most teams do: the scene can look fine at rest, then fall apart during motion if sorting gets too infrequent. That is when you stop guessing and start dialing.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/5nyo6cfvio0-00-00-13-67-nanite-style-gaussian-splatting-render-in-unreal-engine-_-nanogs-plugin-free.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/5nyo6cfvio0-00-00-13-67-nanite-style-gaussian-splatting-render-in-unreal-engine-_-nanogs-plugin-free.png?resize=1200%2C675&quality=72&ssl=1"  alt="A side-by-side comparison of a 3D scene showing many colorful figures on a grid. The left side displays the graphics settings with Nanite ON, while the right side shows Nanite OFF. The frame rates and response times are displayed in the upper left corner."  class="wp-image-262311" ></a></figure>



<h3 id="debug-commands-that-make-problems-obvious" class="wp-block-heading">Debug commands that make problems obvious</h3>



<p class="wp-block-paragraph">NanoGS includes console commands designed for inspection and stress testing. gs.ShowClusterBounds 1 enables a Nanite cluster preview, and setting it to 0 disables that preview. gs.DebugForceLODLevel can force rendering at a specific LOD cluster level for debugging, with values like 1, 2, 3, 4 and so on.</p>



<p class="wp-block-paragraph">Then there is the one that will get used the most in anger: gs.MaxRenderBudget. It limits the maximum number of visible splats after culling to save memory. The default is no limit, using 0. You can set a maximum cap such as 3,000,000. When the cap is active, the culling starts from splats far from the camera.</p>



<p class="wp-block-paragraph">If you are trying to ship anything on fixed hardware budgets, this kind of explicit cap is refreshing. It makes the failure mode predictable. It also makes it easier to have honest conversations with art and production, because the tool draws a hard line instead of pretending everything will fit if you just believe harder.</p>



<h3 id="best-practice-do-not-feed-it-one-giant-splat-brick" class="wp-block-heading">Best practice: do not feed it one giant splat brick</h3>



<p class="wp-block-paragraph">NanoGS calls out a best practice that will sound familiar to anyone who has ever fought streaming, culling, or draw lists. A single big chunk of gaussian splatting file does not help performance optimization. Splats outside the camera view cannot be culled effectively. And if everything stays in one chunk, all splats stay engaged in sorting all the time.</p>



<p class="wp-block-paragraph">The recommended format is to slice a large splat file into smaller pieces. Examples given include individual props for cinematic scenes or tiles for geo-spatial data. The repository includes a simple tile slicer written in <a href="https://www.python.org/">Python</a> to support that workflow.</p>



<h3 id="proof-of-concept-not-a-miracle" class="wp-block-heading">Proof of concept, not a miracle</h3>



<p class="wp-block-paragraph">NanoGS is described as a proof of concept, with a clear warning not to expect perfect results. Issues can be reported on the project page. That framing matters for production teams because it sets the correct expectation: you are evaluating a technique and an implementation, not adopting a finished commercial renderer. The good news is that the tool is built to be tested, with the kind of switches and debug views that make evaluation less mystical.</p>



<p class="wp-block-paragraph">New tools and innovations should always be tested before use in production, especially when they touch core rendering paths and memory budgets.</p>



<h3 id="release-license-and-what-it-costs" class="wp-block-heading">Release, license, and what it costs</h3>



<p class="wp-block-paragraph">NanoGS is released under the MIT license.</p>



<p class="wp-block-paragraph">The repository lists v1.0.1 as the latest release, dated March 20, 2026.</p>



<p class="wp-block-paragraph">The plugin is  free. </p>



<p class="wp-block-paragraph"><br /><a>https://github.com/TimChen1383/NanoGaussianSplatting</a><br /></p><p>The post <a href="https://digitalproduction.com/2026/03/24/nanogaussiansplats-for-ue5/">NanoGaussianSplats for UE5</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>CardCutter turns texture into Nanite meshes</title>
		<link>https://digitalproduction.com/2026/01/16/cardcutter-turns-texture-into-nanite-meshes/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 16 Jan 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D mesh]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[CardCutter]]></category>
		<category><![CDATA[decal]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[foliage]]></category>
		<category><![CDATA[game asset]]></category>
		<category><![CDATA[Geometry]]></category>
		<category><![CDATA[Nanite]]></category>
		<category><![CDATA[production pipeline]]></category>
		<category><![CDATA[realtime graphics]]></category>
		<category><![CDATA[The Triangle Forge]]></category>
		<category><![CDATA[Topology]]></category>
		<category><![CDATA[UE5]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=246234</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/cardcutterbanner.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A collection of green leaves arranged on a dark background, alongside their geometric wireframe representations. The leaves vary in shape and size, showcasing detailed textures and vibrant colors." /></div><div><p>CardCutter for Blender 4.0+ generates Nanite-optimised meshes from texture masks for Unreal Engine foliage and decal pipelines.</p>
<p>The post <a href="https://digitalproduction.com/2026/01/16/cardcutter-turns-texture-into-nanite-meshes/">CardCutter turns texture into Nanite meshes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/cardcutterbanner.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A collection of green leaves arranged on a dark background, alongside their geometric wireframe representations. The leaves vary in shape and size, showcasing detailed textures and vibrant colors." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:12782,&quot;href&quot;:&quot;https:\/\/ttfphilipp.gumroad.com\/l\/CardCutter&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260113095640\/https:\/\/ttfphilipp.gumroad.com\/l\/CardCutter&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-16 06:01:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:20:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-23 19:45:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-29 16:33:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 13:49:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-06 10:52:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-10 17:49:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 09:39:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-19 14:39:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-24 07:41:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-01 06:49:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-06 17:09:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-12 08:57:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 22:46:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-03 06:43:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 03:33:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 12:09:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 09:22:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 07:14:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 19:22:08&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 19:22:08&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:12783,&quot;href&quot;:&quot;https:\/\/thetriangleforge.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260113095650\/https:\/\/thetriangleforge.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-16 06:01:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:20:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-23 19:45:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-29 16:33:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 13:49:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-06 10:52:23&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-10 17:49:47&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-16 09:39:46&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-19 14:39:59&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-24 07:41:44&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-01 06:49:01&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-06 17:09:40&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-12 08:57:34&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-16 22:46:56&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-03 06:43:39&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-07 03:33:17&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-10 12:09:41&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-16 09:22:32&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-20 07:14:59&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-29 19:22:09&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 19:22:09&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">The new <a href="https://ttfphilipp.gumroad.com/l/CardCutter" title="">CardCutter</a> add-on for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a> converts texture masks into usable 3D geometry for Nanite-based projects in <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine 5</a>. Created by developer <a href="https://thetriangleforge.de/" title="">Philipp Russo,</a> the tool simplifies building game-ready foliage and decals by generating optimised meshes directly from source textures.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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</div></figure>



<p class="wp-block-paragraph">CardCutter operates as a geometry generation tool that converts 2D texture data, either alpha-masked colour images or greyscale masks, into fully triangulated 3D meshes suitable for Nanite rendering. The add-on functions within Blender’s Python API and supports Blender 4.0 or higher. According to the developer, the geometry output is designed to conform to Nanite’s mesh constraints, favouring dense, evenly distributed triangles over traditional quad-based topologies.</p>



<p class="wp-block-paragraph">Each processed mask is interpreted as a binary image, with the alpha threshold defining the polygon contour. The tool applies an internal vectorisation step to trace the boundary of the visible region, followed by a polygon simplification algorithm to remove redundant vertices. It then uses a relaxation solver to re-distribute triangle density uniformly across the surface, creating stable topology for Nanite’s internal micro-polygon clustering.</p>



<h3 id="automatic-atlas-splitting" class="wp-block-heading">Automatic atlas splitting</h3>



<p class="wp-block-paragraph">When the user provides a texture atlas (for example, a leaf sheet), CardCutter automatically detects discrete masked regions using connected-component labelling. Each detected region becomes a separate mesh object in Blender’s scene graph. This removes the need for manual cutting or polygon mask painting, which is typically required in foliage production. Each region retains its local UV coordinates, preserving the original texture mapping from the atlas. The output meshes can be exported directly as FBX or glTF, maintaining UV alignment and pivot orientation suitable for Unreal Engine import.</p>



<h3 id="geometry-presets-for-performance-tiers" class="wp-block-heading">Geometry presets for performance tiers</h3>



<p class="wp-block-paragraph">CardCutter offers several density presets: Low, Medium, and High, which define the target number of triangles per pixel area. The lower settings generate lightweight meshes for background vegetation, while the higher settings produce Nanite-ready geometry that benefits from Unreal’s automatic cluster streaming.</p>



<p class="wp-block-paragraph">The generated meshes are particularly intended for organic and irregular silhouettes like leaves, vines, ivy, ferns, but the developer also notes suitable use cases in flat debris, stickers, posters, and paper scraps, where alpha planes normally create overdraw problems.</p>



<p class="wp-block-paragraph">In Nanite rendering, alpha cutouts are computationally expensive since masked fragments are still rasterised. By converting them into actual geometry, CardCutter removes the transparency pass entirely, allowing the GPU to perform visibility culling at the triangle level. This is beneficial for scenes with dense foliage or decal overlays.</p>



<h3 id="export-workflow-and-integration" class="wp-block-heading">Export workflow and integration</h3>



<p class="wp-block-paragraph">Meshes generated by CardCutter can be exported directly from Blender using <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal</a>’s standard FBX pipeline. The add-on does not alter material data; instead, it preserves UV maps for external shading setups. Unreal users can apply the same texture as an opacity mask or base colour without modification.</p>



<p class="wp-block-paragraph">CardCutter also supports consistent vertex orientation to avoid flipped normals during export. According to the developer, all geometry is manifold and suitable for Nanite import without further cleanup, though it may require triangulation if the user modifies topology post-generation.</p>



<h3 id="pricing-and-licensing" class="wp-block-heading">Pricing and licensing</h3>



<p class="wp-block-paragraph">CardCutter is distributed via <a>Gumroad</a>. The Individual/Freelance licence costs €12 and includes full functionality, updates, and one user seat. The Studio/Enterprise licence, priced at €50, allows unlimited installations within one facility and provides priority support for pipeline integration. Both include lifetime updates and are maintained by Philipp Russo under The Triangle Forge label.</p>



<h3 id="technical-limitations-and-notes" class="wp-block-heading">Technical limitations and notes</h3>



<p class="wp-block-paragraph">At the time of publication, CardCutter is compatible exclusively with Blender 4.0 or newer. The add-on does not currently support real-time texture-to-mesh previews or batch automation through the command line. </p>



<p class="wp-block-paragraph">Users should test export consistency when integrating the tool into complex Unreal foliage systems that depend on hierarchical instancing or runtime material overrides. The add-on outputs static geometry only, without procedural modifiers or animation rigs.</p><p>The post <a href="https://digitalproduction.com/2026/01/16/cardcutter-turns-texture-into-nanite-meshes/">CardCutter turns texture into Nanite meshes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A collection of green leaves arranged on a dark background, alongside their geometric wireframe representations. The leaves vary in shape and size, showcasing detailed textures and vibrant colors.]]></media:description>
</media:content>
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<post-id xmlns="com-wordpress:feed-additions:1">246234</post-id>	</item>
		<item>
		<title>Bury Your Good Intentions in 3D</title>
		<link>https://digitalproduction.com/2026/01/15/bury-your-good-intentions-in-3d/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 15 Jan 2026 09:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D assets]]></category>
		<category><![CDATA[asset pack]]></category>
		<category><![CDATA[Cryptic Realms]]></category>
		<category><![CDATA[environment design]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Fab]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Lumen]]></category>
		<category><![CDATA[Nanite]]></category>
		<category><![CDATA[Necropolis]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=246644</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/302936df-7336-4cc6-b2f3-c4c023ebba24.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A collection of architectural 3D models arranged on a dark surface. The display includes a large church with a steeple, smaller buildings, and structures like arches and temples, with the word 'Architecture' prominently shown at the bottom." /></div><div><p>Over 300 stylised graveyard assets from Cryptic Realms are free on Fab until 27 January 2026.</p>
<p>The post <a href="https://digitalproduction.com/2026/01/15/bury-your-good-intentions-in-3d/">Bury Your Good Intentions in 3D</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/302936df-7336-4cc6-b2f3-c4c023ebba24.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A collection of architectural 3D models arranged on a dark surface. The display includes a large church with a steeple, smaller buildings, and structures like arches and temples, with the word 'Architecture' prominently shown at the bottom." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:12979,&quot;href&quot;:&quot;https:\/\/www.fab.com\/listings\/b3d214c2-50fa-4a0e-a780-bee56c1baf8f&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250902022048\/https:\/\/www.fab.com\/listings\/b3d214c2-50fa-4a0e-a780-bee56c1baf8f&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-15 09:01:39&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-18 09:41:42&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-23 07:19:27&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-02 20:32:01&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-08 16:12:47&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-17 18:47:31&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-23 13:17:24&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-12 03:56:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-17 16:18:54&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-31 23:16:20&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-20 17:32:49&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 17:32:49&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:613,&quot;href&quot;:&quot;https:\/\/www.fab.com\/eula&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251114100643\/https:\/\/www.fab.com\/eula&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 14:53:13&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-02 21:30:16&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-13 18:38:48&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-18 16:14:49&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-22 13:01:35&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-30 13:11:50&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-02 20:32:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-06 04:28:54&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-09 10:06:31&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-17 18:47:32&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-21 17:36:58&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-24 21:51:10&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-08 12:27:38&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-12 18:42:06&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-16 06:10:35&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-20 08:36:45&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-24 11:18:00&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-31 23:16:26&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-04 18:40:03&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-10 03:24:35&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-18 21:13:20&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-22 09:15:08&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-25 17:13:13&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-29 13:25:52&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 13:25:52&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a>Fab</a> is <a href="https://digitalproduction.com/tag/epic/" title="Epic">Epic Games</a> marketplace for 3D assets, replacing the Unreal Marketplace. It regularly offers time-limited free asset sets that you can permanently add to your library once claimed. These packs are commercially usable, work in most DCC applications and engines, and are a practical way to expand or start an asset collection without cost.</em></p>



<p class="wp-block-paragraph"></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/QHAWvTBDxW4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<p class="wp-block-paragraph">Two weeks to go before the calendar expires, and if you are looking to bury your good intentions somewhere scenic, Epic Games has the perfect spot. The <a href="https://www.fab.com/listings/b3d214c2-50fa-4a0e-a780-bee56c1baf8f" title="">Cryptic Realms</a> Necropolis pack, normally $99.99, is free on Fab until 27 January 2026.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/15b8a4d2-289e-422a-8e3e-95f7c993236d.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://media.fab.com/image_previews/gallery_images/b4144a09-a628-4b62-a05f-3b2c8785db12/15b8a4d2-289e-422a-8e3e-95f7c993236d.jpg"  class="wp-image-246647" ></figure>



<p class="wp-block-paragraph">The pack offers 371 placeable objects to construct a stylised graveyard environment. It includes 80 modular meshes for ruins, tombs and crumbling architecture, plus graves, coffins, and set dressing items to complete the scene of your artistic demise.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/b6a8c4fb-eb5e-43de-8b0d-2786ce8b64e6.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://media.fab.com/image_previews/gallery_images/93380027-1136-423d-ae57-137f555042f6/b6a8c4fb-eb5e-43de-8b0d-2786ce8b64e6.jpg"  class="wp-image-246646" ></figure>



<h3 id="death-by-detail" class="wp-block-heading">Death by detail</h3>



<p class="wp-block-paragraph">Each asset includes 23 materials and textures, up to 4,096 by 4,096 pixels. The models support <a href="https://digitalproduction.com/tag/nanite/" title="Nanite">Nanite </a>and Lumen, Unreal Engine’s systems for high-density geometry and dynamic lighting. There are three preset lighting setups to choose from, along with a modular environmental audio system to ensure your ghosts sound convincing. The pack is built for Unreal Engine 5.1 and later. However, the Fab Standard licence allows use in any engine or tool, including commercial projects, as long as the <a href="https://www.fab.com/eula" title="">Fab EULA</a> is followed.</p>



<h3 id="available-now-before-its-dead-again" class="wp-block-heading">Available now, before it’s dead again</h3>



<p class="wp-block-paragraph">The<a href="https://www.fab.com/listings/b3d214c2-50fa-4a0e-a780-bee56c1baf8f" title=""> Necropolis pack can be downloaded free from Fab until 27 January 2026</a>, after which it returns to its regular price. Perfect timing if you plan to give your old projects a decent burial before the new year arrives. As always, test assets thoroughly before using them in production or before the next resurrection of your pipeline.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/01/15/bury-your-good-intentions-in-3d/">Bury Your Good Intentions in 3D</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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