Nanite Tessellation - Dicing - Disable Distance

Hi.

I’m currently investigating Nanite Tessellation Displacement on staticmeshes (not landscape) and it’s not cheap as is.

I’ve found in a [Chinese [Content removed] the r.Nanite.DicingRate and it gives some good result on performance but it’s not adapted to all type of detail that we have as one at 16 it’s ok and something else I can’t go higher than 4 too lose detail. So is there a way to have the Dicing Rate per Material?

Also is there a way to disable the tessellation by distance as the Nanite Pixel Programmable Distance? Brian mentioned in [this [Content removed] about the tessellation distance as well but it’s not available so far? Any plan to add the option? It will really help us to have this option.

And finally is there any other tip to optimize the cost of the tessellation on static mesh. I already split meshes to have tessellation on border where it worth it and blend to another material with no displacement.

cheers

Hello there,

There should be some control over this in the material’s Nanite Displacement Fade. The default values are start fade at 4 and end at 1. You may wish to experiment with raising this figures and observing the effects.

This won’t directly affect the dicing rate of a material, but it does affect how the dicing rate fades into the distance.

Additionally, Nanite Pixel Programmable Distance, as you mentioned, should disable it in UE5.6 and beyond. I’m having some difficulty tracking down a CL for the change in short order. The ones I have found that are related are present in 5.5, but the disable distance does not behave the same way in that version. Getting a CL to you may be delayed until Epic return on the 7th of July.

Best regards,

Chris

Hi!

Yes Fade is working but It seems to have a priority problem with setting in the material and the material instance … I think that’s why I wasn’t seeing the effect because it definitely works as it should. For the Nanite Pixel Programmable Distance I tried in 5.6 and it wasn’t disabling th tessellation even by setting 1 as the distance … maybe in the hotfix? As soon as the first hotfix is out we will upgrade to 5.6.

cheers

The material instance should take priority of the material, and it does have override options in the material instance. One thing to check is that the Nanite override material is not checked. It’s normally not an issue, but I have seen one case where that caused unexpected issues.

I had another look, and what I have noticed is that the pixel programmable distance only works when the material would normally render on the pixel programmable path. That is to say, the non-pixel programmable fallback doesn’t appear to use displacement, and as a side-effect becomes disabled. Opaque materials do not disable in this manner.

Best regards,

Chris