Lumen + Nanite Problem

What is this Lumen + Nanite problem?
how to solve it?

UE 5.0.2 + Win 11

Wireframe of scene:

before Nanite:

and then:

after Nanite:

:face_with_symbols_over_mouth: :face_with_symbols_over_mouth: :face_with_symbols_over_mouth:

If you’re talking about the elephant, just turn Nanite off.

Everybody’s acting like Nanite is compulsory. It’s useful when you have a high number of very detailed meshes, which would otherwise drag performance down to an unusable level.

One stuffed elephant doesn’t count, I think :wink:

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i wanna use it for all of the scene …
the elephant is just an little example of whole stuff …

You’re using a sledgehammer to crack a walnut…

The elephant is probably using the cloth shading model or a special fuzz material which is not currently support by Nanite. Try using a simple opaque material instead or follow ClockworkOcean’s advice and don’t try to force Nanite on everything without a good reason.

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this is Datasmith scene …
so, their materials are auto generated …
the elephant is an example of that problem …
all of objects are have this problem on Nanite enabled mode …
and seems that all of materials are Default Lit shading model …

My first answer would have been like @ZacD some fancy material not yet supported by nanite (Nanite Virtualized Geometry in Unreal Engine | Unreal Engine 5.0 Documentation).

What is the format you are importing from? udatasmith? What is your original DCC tool?
Can you share just the elephant or the other animal so we have a look.

I bet it’s using the two sided material option that’s not supported by Nanite if it’s happening to everything.

yup …
its udatasmith
DCC is 3ds Max 2022.3 + latest Datasmith Plugin …

i found the problem …
its skylight Problem!!

with turned off skylight!!

this is embaressing!! :face_with_symbols_over_mouth: :face_with_symbols_over_mouth: :face_with_symbols_over_mouth:

Solved: Switch to Movable Skylight

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