Textures blurring and losing Post Process on Renders

Hello, have imported a mesh of about 15 million triangles and about a 360 textures of 2k resolution span over around 80 UDIMs. I know this is a big endeavor as I normally use Arnold to (successfully) render this kind of massive project, but I though I’d give it a try with UE5.

Everything seems to be working except that when I render all parts of my models, at some point I am losing my Post Processes and the textures become blurry. If I delete parts of the mesh, I get clean results.

I was told to write this in the console “r.Streaming.PoolSize=8000” but it doesn’t seem to help.

I got a pretty good CPU and GPU:
AMD Ryen Threadripper 2950X 16-Core 3.50Ghz
128Gb Ram
NVidei Geforce RTX 2080 TI

Can someone propose something to help with his issue?

Example of renders I get with Arnold :

Example of full model with Post Process missing and Textures blurred (this is my problem):

Example if I reder only part of the model (nevermind the lack of AA, you can still see the textures are NOT blurred and the Piost Process is working)

I am unfortunately not open to suggestion in relation to optimizing the model or textures as my test is about using this heavy process. I also already know that optimization would work.

I would be my workflow, although heavy, doesn’t work with UE5 because before I hit obstacle relating to the heaviness of my workflow, I was falling in love with the software!

Here is an example of close-up render I get with UE5 when not rendering full model and I have very happy with it so far, and I wish I could render my full model like this :

Thank you for the help!

Hi,

I will try to help as much as I do, but I will need to ask some question first:

Do you use Nanite for your model (Which is very amazing btw)?

Is your post process Unbound ?

What resolution are your textures ?

What kind of environment do you have and what are you using to render ?

Hey!

Tried nanite but it reduce the quality of the reduce by a lot (created wierd shadows onthe mesh).

Unbound yep

2K textures.

Using Movie Render Queue.

Not sure what you are asking about the environement. It’s empty scene with a floor.

Thank you!

I believe that you can tweak nanites setting to get some better result. The default reduction might be too low for your need.

About the environment, what I meant was exactly it. If you’re used to render in Arnold, then I’m happy to tell you that there is a plugin for UE called ‘‘HDRI Backdrop’’ which you can use for amazing renders!

Also, in your movie render queue when you render your scene, you enter in ‘‘play mode’’. So if you want to see exactly what the MVQ will render, hit the play button. Sometimes it can be a level that is loaded ‘as blueprint’ (So it will not load in play mode - that could be a reason for your post process not rendering)

You can try using the post process in the camera directly instead too (Same settings as the post process volume, but only attached to the camera)

After all this, if possible to see your render setting from the MVQ it give some useful information :slight_smile:

J’espère que ca aide un peu :slight_smile:

About the post process, i am using the same scene and setting when i render the head only or the full body, the head only gets the post process and works well where as when i render the full model, i get blurry textures and no post process.

Merci!

How can you tweak nanite quality?

Well, your setting look quite alright actually (Only that I would personally use EXR with Anti-Aliasing cranked up)

I would have a hard time to help further without seeing the scene unfortunately. Its a troubleshoot problem that need to get by elimination mostly.

My biggest issue would be the post process that doesn’t take all the meshes in consideration - this never happened to me.

I will follow the thread tho because I’m curious if somebody have an answer to that.

If you want to share your project so I can take a look, feel free to reach directly - it might be easier.

To tweak nanites, you can play with those setting inside your Static Mesh editor
image

Hum, playing the Nanite settign styll goves me wierd shadows on the mesh. That been said having my meshes being static (not even need for Nanite) fixes the post process issue. That been said, I’m still having blurred textures.

I guess my techniques is just not made for UE5 yet