Luoshuang's GPULightmass

Hi all,

I hope this isn’t repeating queries, but does LGPU use Nanite Fallback meshes, or the full-detail Nanite mesh itself when baking?

Right now, Epic’s GPU Lightmass uses fallback meshes, which means you have to over-crank the fallback mesh’s detail to reduce artefacts. Which sort of breaks the point of a fallback mesh.

If LGPU can use full-detail Nanite, I’ll definitely be switching over :slight_smile: