Ready For Nanite
add-on
Turn alpha-masked meshes into Nanite-ready geometry. Ready For Nanite traces texture transparency and rebuilds it as real topology — no more fake cutouts, just clean geometry that works with Nanite
Ready For Nanite
A Blender addon that turns meshes with alpha-channel cutouts (foliage, grass, bushes, cloth, grates, etc.) into geometry ready for Nanite in Unreal Engine.
Usually such objects are just a plane or a simple shape with a texture where transparent areas are simply cut out by an alpha mask. Nanite can't work with that — it needs real geometry. The addon reads the alpha channel of the texture, finds the borders of opaque areas and transparent holes, and builds real 3D geometry from them with proper UVs and normals.
What the addon can do
* Automatically detects where the texture has transparency and builds the object's contour from it.
* Handles holes inside the object separately (for example, gaps between leaves).
* Preserves the UV layout and normals of the original model on the new geometry.
* Works with multiple materials and with objects made of many separate pieces.
* Supports caching: if you have many identical bushes or leaves, the addon won't recompute the same thing over and over — this greatly speeds up work on large scenes.
* Can estimate the approximate processing time before starting.
* Has a quick test mode — processes only one instance of each unique piece so you can preview the result without waiting for the full pass.
* Problem objects (no UVs, no texture, etc.) are not lost — they are placed into a separate collection marked _broken.
* Source objects can be kept, hidden, or deleted — your choice.
* Interface parameters
* Alpha Threshold — transparency threshold. Anything brighter than this value is considered body, anything darker is background or a hole. Lower value — captures more semi-transparent edges, higher — cuts more aggressively.
Contour Classification Threshold — the threshold the addon uses to decide whether a contour is body or a hole. If the fraction of opaque pixels inside a contour is greater than this value — it's body, if less — it's a hole. Lower it if holes containing geometry are being misclassified as body.
Min Island Area — minimum area of a piece of the resulting geometry. Anything smaller is deleted. Helps remove small debris. Zero — nothing is deleted.
Simplify Tolerance (Areas) — how much the body contours can be simplified. Higher value — fewer points, faster and coarser. Lower — more accurate shape, more vertices.
Min Contour Area UV (Areas) — minimum contour area for body. Anything smaller is discarded before geometry is built.
Simplify Tolerance (Holes) — same as Simplify Tolerance (Areas) but for holes. Lets you keep the body coarse while holes stay detailed.
Min Contour Area UV (Holes) — same as Min Contour Area UV (Areas) but for holes.
Sync holes to areas (button) — copies the area settings into the hole settings with one click.
Max Texture Rect — maximum size of the texture rectangle taken into processing. If the UV layout is larger, the texture is downsampled. Speeds up work on large textures but reduces contour accuracy.
Hole Thickness — thickness applied to flat hole contours before the boolean operation. Needed so hole cutting works correctly. If the model is small, the value may be too large — then holes end up bigger than they should be.
Target Density — triangle density per square unit of scene area. The source mesh is densified up to this density before transferring UVs and normals. Higher — more accurate transfer and finer detail, but slower.
UV Map — which UV layout is used. Auto picks the first available one.
Evolutionary Optimization — enables caching for repeated UV layouts and shapes. On large scenes with repeating objects it speeds up work several times over.
Reuse Equivalent Source Mesh — enables caching for identical source meshes. Only works together with Evolutionary Optimization.
Delete Source Objects — delete source objects after processing.
Hide Source Objects — hide source objects after processing.
Estimate Processing (button) — estimates approximate processing time for the selected objects.
Reset to Defaults (button) — resets all settings to their default values.
Quick Test (button) — processes only one instance of each unique piece. Lets you preview the result quickly.
Process Selected (button) — the main run, processes the selected objects.