Distance Culling.

Hi,

i got these assets, but when i move back the objects disappear due to distance culling, but I’ve disabled and enabled every option, but still this keeps happening,

I’ve attached images for reference.
any solution


Hi @stevedarthvader,

Hmm, I tried to replicate a simple version of this on my end with the wireframe material, and I’m not getting any culling. The fact that only some are seemingly disappearing makes this harder to diagnose. Are these instances or static meshes?

I would start by setting your scalability mode to Cinematic. Cinematic greatly increases all culling distances, so if you’re still seeing this culling at this point, then we’ll know it’s not any form of distance culling causing this.

Secondly, are you using Nanite? If not, this could be a LOD issue. If you are, this could maybe be a cluster LODing issue.

Let me know and we can work from there!

HI @sarahlenker ,

thank you for the respond.

i did increase the scalability, nothing happened.
pretty much the same.

yes the asset is Nanite Enabled and they are highly detailed assets. I’ve attached an image for reference.

i have put the LOD to LOD0. is there anything else that can be done?

Regards
Steffan.

Okay, there’s a good chance that this is a Nanite issue. This could be because you’re using a wireframe material. Nanite has a really hard time calculating tri clusters for masked materials, and given how the wireframe material works and how the Nanite clustering system works, I can definitely see that causing problems.

Some suggestions I’ve seen online:
-Check the box “Preserve Area” in your static mesh editor
-Check the box “Explicit Tangents” in your static mesh editor (though this may require more changes to get it looking good)

If these don’t work, I would try disabling Nanite on this specific mesh and seeing if that solves your issue. If it does but you wish to keep these meshes Nanite, we can go from there.

Also, what engine version are you on?

Hi.

These assets are modeled. Not masked.

I have activated explicit tangents.

Only thing I can try is disabling Nanite and see whether the problem persists.

The wireframe effect is bult entirely from vertices, not a material (shader) effect?

I suppose it wouldn’t hurt to try both just for science :slight_smile: instanced mesh component can be used to spawn the model. Nanite may or may not be what you’re looking for. Can only tell post testing (how it looks and performs). With a material you can achieve a wireframe look on a model that has a normal flat surface (no wireframe model). Depending on distance to the camera, you might not need any high poly mesh as well. Even in modern games, most still use a flat plane with a texture on it instead of placing high poly meshes in a row on a far away building. It can look exactly the same.

Nah.
This was archived entirely with vertices. This is modeled that way.

And this is not for a game. This is for a ArchViz project.

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I can’t assist with Nanite specifics as I don’t use it. Some people went nuts on the forums with various fixes for their situations. Make a backup of your project (as always) and you could try a few of those posts

Heavy Nanite Bug. Mesh Disappears at Distance - #10 by July014

Since they used the city example project as example, you’d think that would be close enough to your situation. They had the problem of certain details collapsing (tree leaves, branches etc.). The similarity I see to your models is that the wireframes are basically modeled branches.

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Oh right.
Let me check them out and see whether I can trouble shoot the problem.

Thanks.

Try using thes CVARs :-

r.raytracing.culling 0
r.RayTracing.Culling.Radius - Default would be like 10000 Increase upto maybe 50000
r.Nanite.MaxPixelsPerEdge - default is 1 but reduce like 0.2 to see effect

These are that help me the most for culling, but it may differ from Project to Project so you might need to try couple more things.

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sure. lemme check them out.

Thanks.

hey matter sorted.

it’s something to do with Nanite.

when the object is imported and Nanite turned off, the problem solved. now its fine. thanks peeps.

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