jlee Posted January 23, 2015 Share Posted January 23, 2015 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 Link to comment
silent Posted January 26, 2015 Share Posted January 26, 2015 Hi, This effect that you observing is called geomorphing. There are couple of ways to get this effect less visible: Blur your heightmap in problematic area (to reduce difference between lowest and highest heights). Adjust LOD settings (change distance when this effect would be visible). Add a single hole in the interesting terrain surface. In that case terrain will keep lod0 tessellation in lod0-lod4 range. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
jlee Posted January 26, 2015 Author Share Posted January 26, 2015 Great! i'll try those options. Thank you. Link to comment
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