Render Technologies Docs
  • Blood Designer
    • Overview
    • Getting Started
    • Material Customization
    • Exporting Textures
    • Best Practices and Tips
    • FAQ and Troubleshooting
    • Changelog
  • Nanite Foliage
    • Getting Started
    • Interaction
    • LargeWorld System (Advanced)
      • Foliage Mode
      • Landscape Grass Layers
    • Optimization & Performance
    • FAQ
    • Changelog
  • RenderTools Profiler
    • Core Features
    • How to Use
    • FAQ & Best Practices
    • Changelog
  • RenderTools Analyzer
    • Core Features
    • How to Use
    • FAQ & Best Practices
    • Changelog
Powered by GitBook
On this page
  1. Nanite Foliage
  2. LargeWorld System (Advanced)

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

Mesh
Cull Min
Cull Max
Notes

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

Mesh
Density
Scale
Purpose

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.

PreviousLargeWorld System (Advanced)NextLandscape Grass Layers

Last updated 2 months ago