Hi,
When you fracture, it is effectively easy to increase dramatically the number of triangles
There’s two parameters that I recommend look at that may help you having a better control over that:
- Amplitude of the noise
- Point spacing
When generating noise, the internal faces are subdivided and point spacing define how many vertices will be used to subdivide them
If you noise is zero, then this will still collapse in quite simple large triangles, , however, if you have a non zero noise amplitude ,this may result in quite densely tessellated internal surfaces
When cutting large objects, it is recommended to increase the point spacing to a larger value
Nanite is not required but recommended if you start have very dense meshes
Also nanite help with distance rendering as this will automatically adjust the level of detail based on distance from the camera
I hope this helps
Cedric