MIssing geometries by nanite

Hi UDN,

In our software, we use the Movie Render Queue (MRQ) to render some high resolution images.

we are having problems from missing geometries with Nanite, in some levels when we render 16k images with the MRQ and Tiles. as shown in the following image:

[Image Removed]

We have observed the following messages in the logs.

LogRenderer: Warning: Nanite candidate cluster buffer overflow detected. New high-water mark is 29106729 / 16777216. Increase r.Nanite.MaxCandidateClusters to prevent potential visual artifacts.
LogRenderer: Warning: Nanite visible cluster buffer overflow detected. New high-water mark is 7773324 / 4194304. Increase r.Nanite.MaxVisibleClusters to prevent potential visual artifacts.

Therefore, we have tried increasing both buffers, but due to hardware limitations (Ram and VRam) it is not always possible.

Also we have observed that the problem is caused by the foliage in the landscape. Accordingly, we want to ask if

  • Is there a way we can control, through code or some C.Var, the number of Nanite clusters generated for the foliage?

  • Or is there a way to control the priority of the meshes visibles by Nanite, so that the meshes closest to the camera (in this case the vehicle) are always rendered, regardless of any visual defects in the background (in this case the foliage by landscape)?

Regards

Hi Luis,

Could you please add the following information?

- What is the current size of your Nanite streaming pool?

- How did you determine the issue is related to foliage? Specifically, have you tried deactivating Nanite for the foliage assets?

- Could you provide the statistics on the streaming pool usage? Please run the console command “stat nanitestreaming”

- Could you describe the Nanite settings for both the car and the foliage? Were the default Nanite settings used, or were they customized/tweaked?

Is it possible to get your scene to reproduce the issue?

Hi Andreas,

Sorry for the late answer.

1. Nanite Streaming Pool Size = 2048

2. Yes, after deactivate/Delete the Folliage, the error was not visible any more.

3. [Image Removed]4. The settings for foliage are the default, but for the auto, the parts have different values from Maximum Residency from 512Kb to 2MB.

[Image Removed]This change of maximum Residence is because visual problem after load the models. That was the best solution we found. There is another UDN Ticket about that. [Content removed]

Unfortunately, we cannot provide the scene because it contains sensitive content from another company.

Hi Luis,

Thanks for the screenshots. This requires engineering to help debug that issue. I’m sending it into the triage to get the right engineer to look at it.

Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into the high Nanite Cluster count for you.

Hello,

The first think to check in cases like this is the vertex to triangle ratio for your meshes.

Ideally, you want the the vertex to triangle ratio to be less than 1 - this indicates high levels of vertex sharing.

If the ratio is higher than 1, it can lead to inefficient clustering which leads to more resident clusters.

Specific elements of mesh construction that can cause this:

  • Many UV Islands
  • Sharp edges
  • Heavy vertex color

Please let us know if this helps.

we are experiencing the same issues i have a similar topic, we have had to disable nanite all together when using path tracing. not a great way to handle it.

Hello,

If you are having trouble identifying Nanite Meshes with an incorrect Vertex to Triangle ratio, you can find the Asset Audit tool under Tools → Asset Audit.

Select the platform you want to audit (it if is not Editor, you will need recent cook data), and “Add Asset Class” → select “Static Mesh”. You can then search for “NaniteEnabled=True”, and this will list all Nanite-enabled Static Meshes.

You can then export this list to CSV (Gear on the Right of the search bar → Export to CSV), and use your preferred spreadsheet software to filter for entries with “Nanite Vertices” higher than “Nanite Triangles”.

Please let us know if this helps.