I’m posting this after a conversation with Matt Oztalay and Chris Murphy, as we concluded that this appears to be an issue with how VSMs work that needs more investigation.
The VSMs for this palm tree and other similar nanite meshes look great up close but the mip transitions are medium to long distances are very visible, making the tree a lot sparser.
Increasing the dithering doesn’t do much to hide it.
Is there any way we can retain more area when VSMs are mipping down?
[Image Removed]
I can provide the asset separately if that helps.
Hi,
this could be due to a variety of reasons and might be mitigated by changing some console variables depending on the light source (for example lowering the value of r.Shadow.Virtual.ResolutionLodBiasDirectional by -1 doubles the resolution of shadows with the associated performance tradeoffs as described here).
A few questions to help diagnose this:
Does this sudden decrease in shadow quality only happen with Nanite trees or also other (non-foliage) Nanite meshes and does the tree have World Position Offset enabled?
Is this similar or different from the issue described [Content removed] In that case proxy shadows might help.
Lastly, would you be able to provide a minimal repro scene containing this asset?
Thanks,
Sam
Hi Sam. Thanks for the reply. Biasing the lod obviously isn’t really a solution in a world where players have limited VRAM. Besides even at -4 the transitions remain visible.
The linked issue appears to be the same. We’ll try shadow proxies to see if that gives better results.
Thanks for the update. Please let me know how that works.