Ray tracing proxy problem for Foliage

I have exported static meshes from megaplants(hornbeam trees). But they are using proxies for reflections and shadows. I tried changing the fallback target parameter to percent triangles and adjust values accordingly, but it gets stuck As i have scattered lots of trees on the landscape. Is there any workaround? Thank you

you are aware you have to actually apply the changes for it to recompile the fallback mesh?

the default is roughly 0.05. you should not go too high or it could get expensive to trace, hence why it is so low.

to force full detail nanite meshes you gotta use the cvar for raytracing nanite mode.

option 1 - streamed out mesh seems to be stable for just the smaller bush clusters in the proc veg zoo map, i tested real quick.

option 2 - using clas seems to crash my gpu (mosdef running out of it’s small video memory).

Hi. Thank you for the reply. 0.05 is a good value. I tried using this console variable in the render queue. r.RayTracing.Nanite.Mode = 1, but it does not cast any shadows for particular trees. Disabling and re-enabling “ray tracing” works for some trees, but not for all

Well you need to change nanite fallback mesh triangle percent instead of the raytracing proxy mesh.
Keep triangle percent to 10% or 25% depending on the tree
Do note even in a jungle scene there never is a full clear mirror like this, only in a interior scene. With puddles and water there is always some movement and normal map detail on it where details are blurred anyways so keep triangle percent accordingly and profile
Use VSM with source radius of 1 in directional light , they are cheaper than raytraced shadows.
Also set up a post process volume like me where for the entire world i have setup up to use surface cache for reflection and then hit lighting for reflections when the player gets inside houses as performance is generally high in interior scenes anyways so we can afford the higher quality reflection option and make the mirrors look like planar reflection
For the shadow problem
Well scatter them using the foliage tool or PCG not by hand
In the foliage tool select ur foliage there u can see an option in the foliage tool which says affect dynamic indirect lighting and affect distance field lighting and just turn them on and u will get ur shadows back in reflection

Thank you for the reply. I’m making a forest cabin. So it has windows and gets reflection of the trees. There is a mirror in the cabin too. Thanks again

This is what RTX Mega Geometry is supposed to help with, you can try the Nvidia RTX UE5 branch.

There seems to be some efforts on Epic’s end with “r.RayTracing.Nanite.Mode 2” but it only seems to work on individual branches and not the full nanite foliage.