Nanite offers some great options for more (static) dense ground meshes, like moss and ivy. It looks o.k. up close, but when viewed from a distance Nanite crunches the triangles into oblivion until nothing is left. Is there any way around this for meshes like this?
(hiding the floor for clarity)
The moss mesh consists of these cut out ‘cards’. In the background an example of a moss patch.
It’s clear that the meshes are too small screen percentage wise, but isn’t that why you’d want to use UE5 and Nanite? Right now Nanite is doing it’s job a bit too well of crunching the triangles. I understand the moss might be a bit TOO much, but even the ivy leafs have this problem, which are fairly big meshes tbh. I’ve had some challenges trying to get static foliage working with Nanite, but this one I didn’t see coming. Any suggestions how to hack my way around this problem?