Nanite and Path Tracing

Ue5 is awesome but I am running into issues when rendering with the Path Tracer when Nanite is enables.

The geometry becomes mangled. Is there a way around this? Perhaps Nanite could be turned off at runtime? This would allow me to render stills at the highest fidelity while utilizing Lumen and Nanite for Animation.

Any insight is useful…Thanks

Hi Pat_Begley !

The Path Tracer currently does not support Nanite meshes, and uses the fallback mesh instead.

To improve the quality of the fallback mesh, you can change the Fallback Relative Error parameter down to 0 in the mesh properties editor window.

Here’s the difference between a value of 1

And 0

We are working on making Nanite compatible with the Path Tracer, but have no ETA to give you for now.

Hope this helped !

Cheers,
Antoine

7 Likes

Thank you sir. That works well.

Follow up question. Is there a way to set that value to zero when importing from Dataprep. Or a way to do so in Blueprint?

I am not seeing any possible action in blueprint which relates to “Fallback Relative Error”.

Basically, I am trying to avoid having to do this manually because I have dozens of meshes that need to be set to 0.

Thanks

There’s currently no Dataprep operation or hooks in custom operations to change that static mesh asset property.

We’ll be looking at options for future releases, but the plan is to support Nanite assets with the path tracer for now.

Cheers
Antoine

1 Like

I am on 5.2 and nanite still breaks over path tracing… Any updates?

2 Likes

EDIT:

r.RayTracing.Nanite.Mode 1

THANK YOU “Juan Canada” one of the Epic graphics dev, at around 30 min of this talk, said there is a cvar to enable this!

12 Likes

Thank you for the Fallback Error info and the cvar code, this solved everything for me

cvar is:
r.RayTracing.Nanite.Mode 1

1 Like