Hello, we have a question.
Is there a way to lock nanite meshes detail to a set level irrespective of camera distance?
I’m exploring Nanite and Displacement within UE5.6 and would like to find out whether it is possible to control the level of detail of Nanite meshes based on distance of camera. Nanite is depreciating the detail level of the mesh as I move away from the asset which is causing the displacement detail to decrease at larger distances.
Here are examples of the detail fade at a viewport resolution of 3770 x1594
Close up detail:
Mid distance:
Far distance:
I have altered values with the static mesh properties, such as fallback error values, which don’t seem to affect the mesh in the way I need. Here is the static mesh properties panel.
I’m, controlling the displacement through the material through Nanite tessellation with these values.
I have also used and tested a console command: r.Nanite.ViewMeshLODBias.Offset. I’ve set multiple values and haven’t seen a clear effect from the value increase.
It might be worth mentioning that I’m not using hardware ray tracing in the project.
Hey there! I think for what you’re trying to do you might consider disabling the Displacement Fade altogether. The setting is “size of the cluster in pixels”, so I’d think that a value of 1.0 should be pretty aggressive, but maybe some of the math is falling apart with numbers that low?
You’ve also set the relative error for the fallback mesh, which presumably isn’t going to be an issue in the main render. The Trim Relative Error setting above that will affect the way the source mesh is converted to Nanite, but I think you want to keep that at 0 so that your source mesh maintains a high resolution. It’s also possible that Nanite is *over-*simplifying the mesh based on your input features. If you compare it with the raw source mesh imported without Nanite, does it seem like some of the details are missing in your Nanite mesh?
Hello Matt,
Thanks for getting back to us.
We’ll do a few tests based on what you’ve said above.
Our raw source mesh is a simple donut, we’re using a texture to drive the displacement over the source mesh - if this changes anything you’ve said?
Hey there! So sorry for the delayed response. If you’ve got a simple torus with a texture plugged into the Displacement input of your material, that tracks with what I’d expect on usage. Any updates on your tests?