i am new to unreal and i am trying to add scan data of a lage area of ground but the poly count is too high
is there some way i can have something like tessellation but in reverse so far away things become “simplified” WITH OUT USEING LOD!!! a lod would swap out the entire ground including the close things
the mesh also has complex overhangs and things so a height map will not work as is too much to manually remesh and would simply take too long and auto things will give errors because of reasons in the close up things
so to sum up i just need a reverse tessellation that decimates the far away mesh even if the silhouette and the uv gets messed up
There isn’t anything in UE4 that can do that, you would have to split up the mesh so that you have more control over what parts get swapped out for lower-quality versions
Take your mesh to your external 3D package of choice, divide into foreground/background. Use a poly reduce type function to simplify background mesh. Then bring the meshes back to UE4.
That way you can keep the detail for the high-res close up shots, but the mesh is broken up in such a way so as you allow for farther parts of the mesh to be lower-res without creating gaps between the sections.