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  1. We've been experiencing a bug for a while where our tree billboards would flicker black in a really obnoxious way, that looked a lot like z-fighting. Recently though I've tracked it down and discovered that it isn't caused by z-fighting after all. We assumed it was so dark because it was caused by shadowed billboards being sorted incorrectly and showing up in front of other trees, but it's actually a problem with alpha testing not working properly. The first attached image shows this problem manifesting itself in a line. This is the point where the juniperoxy billboard intersects the willow billboard (the tree). You can see this in the second image where alpha test is turned off for the juniperoxy. Looking at the 4th image, you can see it's not just rendering black pixels there, it's actually rendering the transparent portion of the billboard image as opaque. For some reason when two billboard polys intersect in a certain way, it renders part of the image at 100% opaque alpha. In the short term, I've worked around this by painting a green tree pattern into the black portions of the tree billboards, and it's reduced the amount of flickering the user can see, however it's still very noticeable on groups of trees with some color variation. Is there a fix for this? We're on version 2.2.1, btw.
  2. [SOLVED] Billboard tree height issue

    When using grass based impostors, there's a problem with the height of the billboards. When changing the size, the billboards scale from the center, not the bottom. Here's an example. This is tree billboard that has been added to the world as part of a grass object. It's height is set to 30 meters. Notice the red lines marking the top and bottom. This is a shot of the same tree with it's height set to 10 meters. The bottom of the billboard shifts upward dramatically. The problem here is that the billboards are meant to seamlessly replace WorldClutter objects (like trees) at a distance, but the scaling behavior of the impostors is different than the scaling behavior of WorldClutter objects. This also renders the min/max height function unusable, because if the trees have any height variation, most of the billboards will be floating above the ground.
  3. Tree Clutter Painting Slow

    I've created a clutter object for each of my terrain tiles and I'm experiencing the same issue a lot of other users have been getting which is that painting the clutter mask is tremendously taxing. I go from 90fps to 4fps. This is a problem in itself but the even bigger problem is that the clutter objects don't actually appear on the terrain until several seconds later. I think my values are correct but I'm not entirely sure what could be going wrong. Are these values sane? Terrain: 2049 x 2049 Step: 3.172 ObjectClutter: 1024 x 1024 Spawn: 1 Visible: 100 Fade: 50 Size: 6499.43 x 6499.43 Step: 1 Density: 1 Threshold: 0.5 Intersection: true Philip
  4. I'm trying to get my grass based impostors to line up with my mesh clutter. I enabled orientation in my clutter object so the instances orient themselves with my terrain's hills, but checking orientation in the grass object doesn't have any effect. As a result, the impostors don't line up at all. Is there a way to fix this?
  5. We currently have a scene which contains over 700 trees, in 10 varieties. Each tree has two levels of detail, the highest level consists of 2,500 tri's, while the lowest level has around 1k tri's. We have been placing the trees manually to ensure that they appear in the correct locations. Regarding CPU/GPU performance, is this the most efficient way to place vegetation, or would it be more suitable to use a mask within 'MeshClutter' to achieve a more stable frame-rate. Is there anything else that could be implemented to achieve a more stable frame-rate? Thanks
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