Culling starts too soon resulting in clearly visually triangulated geometry (something that should be round getting straight corners), Triangles (in Nanite view) are much larger than the surrounding rocks of the valley of the ancient environment. At a close range the mesh looks great, but when I move a bit further culling…
r.Nanite.MaxPixelsPerEdge = 0.5 Prevents the worst culling scene wide. But The meshes still have too large triangles compared to other meshes in the scene. It’s still very unclear to me why Nanite decides to give some meshes larger triangles than other meshes. Why it culls some geometry more. The import scale setting in…