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[SOLVED] Terrain tessellation cutting through static meshes


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This may be best practices solution but we're experiencing terrain geometry changing shape drastically, as the camera moves toward/away from view.  So much so that it cuts/bleeds through static meshes that are placed on it.  is there an adjustment for how much the tessellation can alter the vertex position? like maybe a max angle setting?

 

Hope this makes sense.

 

Joel 

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Hi,

 

This effect that you observing is called geomorphing. There are couple of ways to get this effect less visible:

  1. Blur your heightmap in problematic area (to reduce difference between lowest and highest heights).
  2. Adjust LOD settings (change distance when this effect would be visible).
  3. Add a single hole in the interesting terrain surface. In that case terrain will keep lod0 tessellation in lod0-lod4 range.

Thanks!

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