I have modelled in a default blender scene, so i tried scaling the model up and then applying the scale and then exporting, ive tried using the fbx scale and scaling with a setting of 100 in the scale, ive tried making a new blender file with the units set to 0.01 and importing my mesh into that and then scaling it up and exporting, no matter what i try the mesh gets crunched by unreal, my onreal project is set to directx 12, and ive played witht he remove degenerates option on import , im not sure if this is a problem with other modelling software but its pretty alarming if not. any ideas ?
nanite shouldn’t do this on the default asset, this should only happen on the fallback mesh and at a distance, for example lets say you want to make a tv remote and have all the buttons on it for a video in unreal, you cant because it will destroy the mesh. nanite isn’t suppose to do this and i have a feeling its to do with blenders scale compared to unreal
the problem i believe is nanite thinks the mesh is 100 time smaller than it is, I’m going to download 3ds max and see if i get the same results exporting from max if I don’t then I and all other blender artist have a pretty big problems on our hands because no matter what I do I cannot get nanite to work with blender, and this isn’t a moaning at blender thing I LOOOOOOOOOOVE BLENDER
You will need to readjust the clip start and clip end values for the viewport and rescale existing objects, but yes, Blender can readjust it’s entire scale and units. Doing this seems to work just fine with Unreal for me.
I see other people complaining about Nanite breaking meshes, so I don’t think it’s on Blender’s side.
Could this be in cause?
Also, does this little detail have much finer polygons than the rest of the mesh? I don’t know for sure if that matters, but Nanite does rely on the screen size of polygons, so I am thinking maybe wildly inconsistent polygon sizes on a single object could confuse it?
the mesh scale is from me playing about with stuff I have reset it a number of times and at different scene scales, by resetting i mean ive applied all the transforms so the scale is set to 1
i had a watch of that video and that is a fall-back mesh problem, it only happens at run time and is to do with how the optimisation is set up in unreal but its not at the lod 0 level on the nanite mesh
this is an example of the object in the scene, as you can see its not that small its larger than a players head and allot bigger than most buttons you would find on a control panel
I have brought the mesh in Unreal and found the problem. Your mesh isn’t missing any polygon, they are just distorted because of low precision. Try playing with the precision setting, see which precision level you need to use for the mesh to look right.
One of the problems Nanite solves is storing very heavy meshes as lightly as possible. One of the ways it does this is by using lower precision/fewer decimals in the coordinates of vertices. On a jagged rock, you don’t need very high precision, but you will likely need to adjust this setting for a detailed mechanical part.