any high poly mesh with Nanite active in path tracing doesn’t look as intended. Just by switching to path tracing you can see the issue.
Steps to Reproduce
Nanite mesh seems to be completely broken with the latest versions of 5.6 and 5.7 when using path tracing.
Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into Nanite meshes with Path Tracing for you.
Any idea if we are simply missing a new command or engine setting to fix these issues?
Hello,
When using a Nanite mesh with ray tracing with the path tracing enabled, it will use a dedicated Ray Tracing Proxy. This is separate from the regular Nanite Fallback, and you can find it’s settings in the Static Mesh Editor → Details → Ray Tracing.
You can control the target reduction here to control quality.
Alternatively, if you need the highest level of detail, you can set the CVar “r.RayTracing.Nanite.Mode” to 1, to use the actual Nanite mesh in the ray tracing scene.
The various CVars starting with “r.RayTracing.Nanite” control this mode.
Please let us know if this helps.
None of this particularly works, like it did in 5.5 the proxy meshes we dont want a fallback anything working in auto we want the highest level of detail as possible and the meshes with the new proxy mesh very very poor looking anything else we can try?
Hello,
If you are not seeing the full resolution Nanite mesh with the CVar “r.RayTracing.Nanite.Mode 1” (as depicted below), please send us a test project demonstrating the behavior you are seeing.
[Image Removed]The guide for test projects:
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Thank you very much, I’ve been looking for a solution for a long time.