Hello, I’m working on a meadow scene, using foliage and nanite.
I would like not to have any culling on my scene, since it’s obvious the foliage is popping into place (instance fading?) as the camera gets closer. Take a look here:
After looking at the video again it dosnt look like culling. It looks like the grass is changing in quality. If its the case you can try changing the Nanite settings.
Also, why do you have so much grass?
The less grass, the harder to see it change in quality. Hope it helped.
Thanks mate, will definitely look into Nanite settings.
As for the amount of grass, I need to create a really dense meadow look -but maybe I’m overdoing it, so will also play with the density-. Will post results in the comings days. Thanks again
Nanite is quite complex, I know LOD’s had a certain distance at witch they would change quality. Maybe one exists for Nanite.
But this fading in will happen still just further away. Nanite is great but it still has to change the meshes quality. So you can only leviate the problem.
Nope the console command didn’t work. I was away from my computer when saw the tutorial and assumed it was going to work but it didn’t. Reading a lot these days about relevant/similar issues, but not really an answer yet. Thanks for stopping by Riipitud1
Hi. Met same thing with trees. Enabled nanites=culling at certain dist.
Found solution: checkbox “preserve area” in mesh editor near nanite enable chbx.
This is actually not true. It’s possible they added this feature in 5.1 and just forgot to update the docs. You need to however make sure you re-generate the foliage if coming from UE4 or maybe even 5.0 depending on when they changed the way foliage instances are stored.
Had the same issue with grass(foliage). Try to enable option “Explicit Tangents” in your asset (tree or grass) mesh “details” panel (I’m using UE 5.3). Also enable “preserve area” checkbox, like @Andariel_yo mentioned.
I was struggling with the same issue and found this reddit thread, this is exactly what’s happening in my case.
Most assets on the store and all made by speedtree use translucency maps (alpha maps) which means you are rendering only the parts which are not masked. This means your GPU is still rendering the geometry but not showing it (its not visible to your eye)