When using dense foliage with very high triangle counts, the raytracing scene for lumen hardware raytracing struggles to have a fallback mesh that makes sense (see image).
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We don’t want to use “r.RayTracing.Nanite.Mode 1”.
Instead we would like a simpler, more coherent fallback mesh for foliage.
Is it possible to have the voxelized version of the asset with control over the LOD to replace this fallback mesh?
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Hey there! 5.7 should have explicit controls for the Raytracing Proxy to be simplified differently from the complex collision/non-Nanite fallback mesh. The goal, especially with the OverOcclusion Bias setting was to create the kind of poly soup you’re seeing. You can tune the Trim Relative Error or Triangle Percent to meet your needs (and indeed should). We found (in HWRT Lumen) that this gave better results for indirect lighting of the aggregate/voxelized geometry than a more accurate primary render representation.
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