Nanite causes terrible UV distortion on large, complex objects.

Hello,

We ran into this issue with some very large distance meshes where the UVs will get distorted with Nanite enabled the further you move away, until large chunks of the texture are just a solid color.

Setting Minimum Residency to Full in the Nanite Settings seems to help a bit but it still ends up looking like a dumpster fire from where it’s supposed to be viewed from.

Disabling Nanite and enabling Full Precision UVs fixes any related issues so it’s not a buggy mesh from what we can see, in fact it only happens to every one of our more complex distance meshes that have trees on them which adds a significant amount of triangels. Could it be a complexity/scale accuracy issue with Nanite?

Here is a video:

Turns out vertex colors was the culprit, at least specifically for these meshes, albeit we have a lot of assets with VC so something else is going on here but removing it from the mesh fixed the issue.

i had a similar problem on a topography, in my case i had to check the option of full UV precision and reimport.

image

Full precision:

No full precision: