Hi,
We’re running into a limitation with the Nanite workflow and wanted to ask how this is intended to be handled.
Nanite does a great job reducing geometric complexity over distance, but it doesn’t seem to address material complexity in the same way. In our case, we’re using fairly complex materials (especially on vegetation), and at far distances it feels inefficient to keep evaluating those full materials—even if the geometry is already simplified into clusters or voxel-like representations.
In a traditional LOD workflow, we would solve this by assigning simplified materials per LOD level. However, this approach doesn’t translate directly to Nanite, since the standard LOD system isn’t really used.
So our questions are:
- How is material simplification over distance intended to be handled with Nanite?
- Is there a recommended way to reduce material complexity (e.g., switching to simpler materials for distant Nanite clusters or voxel representations)?
- Would a coarse, multi-stage approach (e.g., near vs. far material variants rather than per-cluster materials) make sense within Nanite’s design?
- What are the performance implications of introducing alternative materials at a distance, considering the cost per material in a rendered section? Could this actually reduce overall cost (e.g., for vegetation with many material variations)?
Any guidance on best practices or intended workflows would be really helpful.
Kind Regards,
Adam
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