i’ve been playing with speedtree , so i made a tree in the modeler around 10k vertices , imported it into UE4 with its material . then i used the foliage tool to instance it over the map , at certain point i noticed a dramatic decrease in fps .
So i searched the forums , people suggested to use LOD’s and distance culling . the tree already has 2 LODs along with it , so i focused on the culling .
The problem is when in the foliage brush , i set an amount for Start cull distance/ end cull distance , tree doesnt fade out or fade in , it pops in or pops out . and not just 1 tree at a time , the entire brush acts as a whole , i mean when i get to the distance where the closest instanced tree should fade in , the entire jungle pops in and not just the closet tree .
I want each instance to fade in/out when they should and not all of them pop in/out together .
Also there is this “PerInstanceFadeAmount” node in the material editor , but i’m not sure how to use it . anyone can help me on this ? thanks in advance.