Testing Nanite Foliage (Voxel) - Will let you know soon where we at
Nanite Settings are duplicated in a Mesh propably for a backup?:
Nanite Foliage On: (switched from Preserve Area to Voxelization)
As you can see it changes colors for asset in distance
Numrays:
that thing change propably triangles(needles density with the distance) and changes raytracing fallback setup
Voxels / RayBackup :
that things care propably about density too
much denser
RayBackup :
Propably help with tweaking both and somehow change shadow casting in distances(close,far)
Separable,
dense voxels in the mesh - make it less visible and increase disk size.
Voxel NDF
Optimize Disk size
Voxel Opacity
Optimize streaming size
Most optimized but worst looking setup - (lowest in streaming memory)
Best Looking “most Dense”
- removing Voxel Level to 0 provide to reduce distant view cause of setting “Num Rays”.
Balance Setup?
6% triangles,1% fallback,5 bits,1cm - close and far distance
(balanced voxel- propably cant be used in that setup
- its much more demanding in streaming,
Voxel Level = 1 applies that and increse Nanite Verticies)
setup that looks similiar but still preserve area take less memory it’s there even Voxels on the left?
distance view with same setup
and Voxel one with fixed close range 25% Triangles (minimal acceptable setup for 5.7 Nanite Foliage without Assemblies Feature)
Takes less memory in streaming and its more visible in distance - that is cool;)
Hlod will take longer to build it can take 8h or more for this setup. (based on calculation 2hours per 6% of this mesh so x4 more triangles)
and distant view:
voxelization and overdraw is going to change life They Fixed
Preserve (Old)
5.7 masked billboard
5.6 masked BB distance
max frames for Nanite Old (25% Triangles - Preserve Area)
max frames for Nanite Foliage (25% Trangles - Voxels)
HLOD
- had to 1% Fallback for tree
- 0% in HLOD Merged Voxelized(Triangles,Fallback)
close image(if more percent in HLOD in close distance more overdraw -but who will use that in close distance ?

Far distance
Still Wouldnt Recommend building HLOD based On Nanite Mesh due to time it will take and increased resources it will use.
200k trees with BB ive packed in preview 5.7- 20 mins (but could have that uncommon “LAG”)
Hlod Voxel cause some error in that spots.
packaging project took 78 Gb of RAM allocation in peak ( + 128GB Paging support)
So if you think creating such a big worlds buy more memory
