In my project prototype it is required to render grass without any culling by distance (so, it should be visible even from few kilometers).
UE4 4.7.0 Preview allows me to place such grass amount as I’d like too, but there is an issue with Masked mode for material and distance (used to render leafs from texture). At some distance mask just not used and grass starting to be totally invisible (so, you just can hide in it).
Assuming you have increased the scale bounds of your mesh which will be required if you want the smaller meshes to render at such a great distance. You will also want to make sure that your textures are not using any mipmaps which can be adjusted in the Texture Editor.
For performance reasons I would also suggest looking into developing an LOD system that replaces the smaller individual patches with larger patches which still retain the look of the individual ones as you pull back in space. Otherwise you will have some performance issues not to mention some possible Z Fighting when you pull back too far as the meshes are being rendered into a smaller and smaller pixel space.
Hello @Lovecraft_K (or @Lovecraft_1), thank you for pointing that mipmap issue, that seem to fix my problem with the megascans asset (Grass_Clumps_rbptq) in UE 5.3.2. I wanted to revive this topic as it still seems to be a problem even with new assets and UE versions.
For those wondering, I changed the MipValueMode of ORT texture/node to “absolute” in the master material. I’m not sure which mode is better, documentation is quite weak for this.
Before this I tried maxing various distance culling parameters but none of them worked. I wonder why Megascans foliage assets are created this way by default.