Hi, I have a bit of a mystery: I have a scene im working on and nanite tessellation is handing the geo poorly. The fragmentation definitely seems linked to nanite tesselation - disabling it instantly fixes this.
I like to think the geo im feeding it is pretty clean - mostly quads with proper uvs and normals.
I think a contributing factor is my use of layered materials - I use vertex colors to blend between 3 layers. i drew the material template from quixel, though ive tried with one or two other setups with similar results.
another oddity, the scene works fine if the camera views a small section of the level: fitting more of the level in frame is when this occurs.
Has anyone encountered something like this? Thank you!
Hi, across the board i used defaults for mesh imports. They were modeled, uved, normals set, and vertex colors applied in maya and exported to .fbx files before being importing to ue5 with editor settings. Afterwards i set material references to their ue5 equivalents and that was it - i hadnt gotten as far as setting up collision.
vertex colors loose resolution with distance. since the actual mesh looses resolution.
i wonder if that’s your issue.
i would debug the VCs by just pluging that to output color with 1 opacity.
so when the tris are small it will look odd.
it depends how you author the vcs.
another test is just not using vcs and see if that’s the issue.
if vcs are the issue, i have no idea how to fix it, i had a similar problem since i heavily use vcs.
using vertex interpolators can also lead to similar issues.
it can also be that you are actually no using nanite on the viewport (r.nanite.enable maybe) and you’re looking at the fallback mesh.
try enabling the nanite debug view, overview or the tris one. to ensure it’s actually nanite.
you can also tweak r.Nanite.MaxPixelsPerEdge to see if that affects the look. if it does it’s what i described or similar. beware though that will directly impact your performance. i do not recommend to go below 1 unless you truly know what you’re doing.