As Ale stated, the 2 are unrelated.
lod1 doesn’t necessarily use mip -1
And yes the numbers work differently depending on the material setup.
You can set your material to use a custom mip level or subtract from the mip in order to get lower or higher resolution results.
you should do that on a large mesh to test it out.
this process is most commonly used with transparency when temporalAA is in place.
Because the low mips will cause the whole material to become fuzzy due to how the texture interpolation.
The texture used as the alpha mask looses quality along with all other textures causing this; it is very common issue with hair cards rendering, grass/leaves, and any “sheet” like material.
In those cases, bumping the mip offset up allows for the maximum (or still higher than default) resolution of the alpha mask to be used for rendering out the mesh with a correct view.
Additionally. If you want to experiment you can set your landscape to use 8k textures, paint it up, and then reduce the texture mip level to see just how much performance is affected (hint. Its drastic on lower end cards).
with mips enabled close geometry has low res?
This one is new to me… the more space on screen an object occupies the closer to the full size texture is used.
Could you share a screenshot of the issue?