POM with Pixel depth offset breaks nanite mesh rendering. The far away polys of the road flicker in and out by angle… the screenshot attacked has both nanite and non nanite road compared. Weird thing is the puddles are part of that material so those missing nanite polys are only rendering the puddles on those polys. They are not decals… so its very odd since they are part of the material … they just flatten out hte pixel depth offset where there is water. Its odd the rest of it turns transparent. It is not a transparent material.
From what I could tell… disabling pixel depth offset fixes this.
also out of curiosity… if i made the entire street a high poly nanite mesh… would mesh streaming only stream the polygons close to you or the entire mesh at the same time? Trying to figure out how nanite would handle polys from a mile away on the same mesh.
For example virtual texturing only streams in teh parts of the mesh you see and im pretty sure by distance as well.
An obviously for the next question if it were to be 1 giant high res mesh for the road… how do i handle the puddles? i have no way to displace based on where the puddles are…