I believe instead of all this, you can now click "Preserve Area" in a nanite meshes settings. This will keep a mesh from appearing to "shrink" as it loses tris at a distance.
I cannot thank you enough for the solution you provided. Your insight not only saved my project but also went beyond what I found in countless UA-cam videos over the past few days. Your expertise is truly remarkable, and you are a lifesaver! 🙌🌟
Just wondering, but why cant I just uncheck all the LODs except for LOD 0 (assuming they all have LOD 0? Wouldnt that force them to be the highest? Seems that if youre just picking the custom amount, you may get random LODs depending on the source...
@@civareducation thanks for the reply! I love what you are sharing on UA-cam, I’ve been learning a lot! I appreciate the exploration. For me, I guess it doesn’t matter as much because I’ve been trying to focus on film VFX, so o guess I’ll always use the best LOD and not worry about transitioning as much, but maybe it will come in handy one day and I’ll know what to do to help the interactivity
Nanite reduces performance, not increases. You are essentially trading offline LOD generation with runtime LOD creation. Its much faster than no LODs, but will be slower than using traditional LODs
The foliage culling setting is inside the foliage asset under foliage menu. This video only shows you how to make your bigger world unplayable as you remove LOD's here altogether.
But how to we adjust the culling? Notice how the grass behind the pool has vanished? This method doesn't let me change the culling in Foilage Mode anymore. So is there a way to do it in Nanite?
On Foliage mode, select one or all foliage, scroll down the number of options, you will be able to find cull distance(Change the field value to higher number). Play with it and you can set it high(Performance drops). You can settle in the midway. ☺
You can turn off "Affect Distance field lighting" under the foliage section. Choose any one or all of the foliage meshes and scroll down for options. There you can find it. If it still doesn't resolve the issue, try unchecking "Cast Dynamic shadow" as well.
"You see, to fix the LOD's, all you have to do is delete them entirely"
I believe instead of all this, you can now click "Preserve Area" in a nanite meshes settings. This will keep a mesh from appearing to "shrink" as it loses tris at a distance.
I cannot thank you enough for the solution you provided. Your insight not only saved my project but also went beyond what I found in countless UA-cam videos over the past few days. Your expertise is truly remarkable, and you are a lifesaver! 🙌🌟
yes, this helps a lot but meshes still look pale from a distance. how can we fix that?
Just use those console commands in the render settings:
r.ForceLOD 0
r.ForceLODShadow 0
foliage.ForceLOD 0
foliage.LODDistanceScale 5
Thanks to you I managed to solve my problem of displaying my grass over the distance with nanite.
Hello, thanks for your advice. How do you eliminate that tingling of lights and shadows that the grass has? Greetings
Thanks, this fixed a big problem for me. For some reason the console commands would do it.
amaziing job. Are these models fromthe unreal marketplace?
Beautiful design
Just wondering, but why cant I just uncheck all the LODs except for LOD 0 (assuming they all have LOD 0? Wouldnt that force them to be the highest? Seems that if youre just picking the custom amount, you may get random LODs depending on the source...
@@civareducation thanks for the reply! I love what you are sharing on UA-cam, I’ve been learning a lot! I appreciate the exploration. For me, I guess it doesn’t matter as much because I’ve been trying to focus on film VFX, so o guess I’ll always use the best LOD and not worry about transitioning as much, but maybe it will come in handy one day and I’ll know what to do to help the interactivity
Nanite reduces performance, not increases. You are essentially trading offline LOD generation with runtime LOD creation. Its much faster than no LODs, but will be slower than using traditional LODs
The foliage culling setting is inside the foliage asset under foliage menu. This video only shows you how to make your bigger world unplayable as you remove LOD's here altogether.
pretty sure the guy is talking about arch viz and cinematics
You make my day !
Glad to hear👌🏻
Where did you get the roof tile meshes?
@@civareducation they look great. As does the whole scene. Well done.
Will this fix depth of field issue?
But how to we adjust the culling? Notice how the grass behind the pool has vanished? This method doesn't let me change the culling in Foilage Mode anymore. So is there a way to do it in Nanite?
On Foliage mode, select one or all foliage, scroll down the number of options, you will be able to find cull distance(Change the field value to higher number). Play with it and you can set it high(Performance drops). You can settle in the midway. ☺
@@MohammedRizwanH could this parameter be found only in folliage mode? if i didn't add my tree to folliage mode can i change cull distance anywhere?
Video starts from 1:10
Friend, how do you solve the problem with the flickering grass?
You can turn off "Affect Distance field lighting" under the foliage section. Choose any one or all of the foliage meshes and scroll down for options. There you can find it. If it still doesn't resolve the issue, try unchecking "Cast Dynamic shadow" as well.
nice
Great
thats just culling