Has anyone seen a difference in the geometry quality when rendering through MVQ? I loose a lot of detail when I render and I haven’t been able to figure out why. I’m using the new Material Designer to animate texture layers and have added a displacement map to the material using the traditional way to add displacement to a shader. I’m not sure if that’s the problem.
I tried forcing LOD’s to 0 but that didn’t seem to help the renders. Images attached are screenshot view on the left and MRQ output on the right. The MRQ version is much courser geo.
It seems to be related to the material designer workflow. The geo renders fine with other materials attached. 
You can attempt to delete the lesser LODs so that it cannot use any of them.
Make sure to set the number of LODs to “0” and APPLY that value.
Thanks @Leomerya12 - setting limits on the LOD’s doesn’t seem to work.
The same mesh with a traditional shader on it renders okay. It seems to be only when using the material designer material that the geo does this while rendering.
Make sure you’re actually applying/saving the change. It’s very easy not to.
Also, make sure that you went to the proper LOD setting. There are multiple. It needs to be the very last one.
A screenshot confirming this would be useful.
Check it again, because, it makes no sense to me how it can render at a lower resolution without the cards to do so.
I could be missing something, but I’m not entirely sure of what you’re doing and have already done.
Yeah perhaps there were settings that weren’t getting saved. I noticed the my LOD picker kept reverting to “auto” even if I set it to something else. Attached a screenshot of the mesh in question.
The funny things was that the same geo would render fine with any other shader.
I ended up fixing it by disabling Nanite and now it renders correctly.

This meant to me that you were not using Nanite (from your original post). You can’t use Nanite AND LODs. It’s one or the other.
hmm… I didn’t know that the nanite/LOD being one or the other. Thanks! I thought I remembered something about fallback LOD’s giving problems with raytraced shadows when using nanite older versions but I must be mistaken. 
I did have nanite enabled the whole time - so I guess fooling with the LOD’s had no affect on that. It still rendered fine with just a different shader though which is a bit confusing but not critical since I’m getting the renders I want now - so a problem for another day.