nanite reduced the mesh way to much

Hello,

I’m working on a VR experience of a 3D scan/photogrammetry scene.

I’m trying to use nanite, I checked the setting in the import window, but when viewing in the viewport and in VR the poly count is way to much low, and there this gaps in the model (the model is composed of 69 part)

For the settings everything is left on default, the only thing that I have changed is the “preserve area” option checked, it did helped a bit with the gaps in the model.

In the project settings > Default RHI is set to DX12 (DefaultGraphicsRHI_DX12)

How can I increase the poly count and remove the gaps? the original poly count is ~94.1 mil tri … one of the parts for example is ~1.95 mil, in the nanite settings tap in the object window it says (LOD 0) 4460

forgot to add this

Looks like Nanite is not working and you’re just seeing the fallback mesh. Make sure shader model 6 is enabled.

@ZacD I’ve searched everywhere but I can’t find “shader model 6” to enable it! is it in the import settings or in the mesh settings? thanks

How to troubleshoot Nanite not working or showing low-quality assets - First, use the Nanite Triangles view under the “Lit” button in viewport to confirm whether it works, check that it shows multicolored geometry, don’t rely on visual appearance! If it shows up correctly, congratulations, Nanite is running correctly and any quality issue at this point is likely from the asset itself. - Nanite requires DX12 with an up-to-date version of Windows (revision 1350+ for Windows 10 1909, revision 789+ for 2004/20H2 : https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2021/04/Aboutmenu-768x571.png) - Nanite requires the latest drivers available (GameReady drivers for Nvidia) - Make sure your Default RHI in Project Settings / Rendering is set to DX12 , not “Default” or “DX11”, and restart the editor - Enabling the experimental DX12 SM6 RHI is also required starting from 5.1 - Make sure your game is running in the default deferred renderer (not Forward ) - Make sure you don’t have anything out of the ordinary like RenderDoc or similar rendering-related plugins - In the engine log, make sure you can find something like this to confirm DX12 is running: “LogD3D12RHI: Found D3D12 adapter 0: (Max supported Feature Level 12_1, shader model 6.6)” - In the engine log, make sure you can find “atomic64” as “supported” (this means Nanite is supported by your GPU+OS+driver)

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Late reply, but literally ignore all that, just change Fallback Relative Error to 0 (default is 1) under the static mesh nanite settings and it’ll go away.

I had a similar issue, and that fixed it for me. Thanks to this video:
https://youtu.be/dOomTB1UxpI?si=ndw9Dzp0VuXMGy6F

Hope this helps someone else.

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Hello, sorry for the long replay. I’ve tested it and it did fix the issue but for some reason the fix is present only in the static mesh menu not in the scene, thought I haven’t looked more into it!

Edit: I don’t know why, but I can’t mark as solution! I’ll say it here, this is the solution.

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