Foliage Mode
This guide explains how to set up the LargeWorld System using Unreal Engine’s Foliage Mode, based on a reverse culling technique. This setup allows for optimized distant grass rendering while maintaining dense, high-quality visuals up close.
🎯 Overview
This system places two instances of the same foliage mesh, each with:
A different material
A different cull distance
Different density and scale
At a specific distance (e.g. 15,000 units), the near version is culled and the far version is visually activated by its material. This results in seamless transitions, reduced overdraw, and better performance in large environments.
1. Add the Same Mesh Twice in the Foliage Tool
Open the Foliage Tool.
Add the same mesh (
SM_LargeDetailGrass
) twice as two separate entries.
2. Assign Materials
Near Mesh Instance:
Apply
MI_NaniteGrass01
Optimized for high detail up close
Far Mesh Instance:
Apply
MI_NaniteGrass01_LargeWorld
Includes logic to only render beyond ~15,000 units (44500 in material).
3. Set Cull Distances
Near
0
15000
Normal close-range grass
Far
0
0
Always active, but hidden by material until ~15000
This ensures the far grass only becomes visible once the near version is gone.
4. Adjust Density and Scale
Near
High (e.g. 80–120)
1.0×
Full detail
Far
Low (e.g. 15–30)
3–4×
Large patches to reduce overdraw
Set density & scale in the Foliage Tool panel.
You can also, on the LargeWorld material:
Disable Subsurface Scattering
Simplify wind or disable it at all.
Disable Dynamic Shadows
Slightly desaturate or tint to differentiate far grass
To gain a better look and higher performance.
✅ Final Tips
Keep both entries selected when painting foliage to ensure even coverage.
Test transition zones by moving your camera between 14,000–16,000 units.
Use this system only in large, open environments.
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