Normals issues with Nanite Voxelization

Hello,

I am experimenting a bit with Nanite Voxelization. If you have a model with intrincate 3D details, then as soon as it is converted into voxels, the shading becomes flat. I think it’s because voxel normals become very noisy and fail to capture the overall shape, resulting in flat shading.

Is there any way to fix this as of 5.7?

If not, do you know if there are any future plans or any fix for this in 5.8?

To know if it’s better to research some custom solution, or better waiting for any incoming improvements!

Thank you very much in advance !!! :smiley:

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It’s a bit difficult to reproduce, the issue most noticeable under well-lit scenes, and specially in cases in which there’s no direct light and Lumen’s GI has to do all the shading.

But here is an example with this free bush model I’ve found on the internet, imported into vanilla UE 5.7.4. This model has intrincate 3D detail but still an overall round shape it would be good to capture in normals.

Observe the image, this is the normals view. If you look close, the Voxelized normals become noisier. And in the bottom most pictures, notice how the overall spherical shape is lost: the image on the left still resembles a sphere, but the Voxelized one is lost in the noise, it’s flat.

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Hello,

Voxels use a normal distribution instead of a single normal, I’m reaching out to my colleague who is more familiar with this for advice.

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