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Landscape: "dancing" texture on cliff


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Hi,

We have a lot of very steep cliffs (almost vertical). And the Landscape tessellation strangely decide to put fewer triangles there than just around it (no detail layer added):

cliff_wireframe.gif.d356bb7dedfa08e2301b53ef342afc7a.gifcliff.gif.b79c9cd2c34f12d47d0e5b87ae759608.gif

Changing Landscaping geometry preset to Ultra kinda hide this but it barely creates enough triangles here and adds a enormous cost on the rest of the terrain. It looks like the tessellation density just drops at the cliff (notice the triangles on the cliff are larger).

Is there any way to "detect" these cliffs or manually "mark" them to locally increase the tessellation?

Side view of the cliff (43.5310N 5.5765E) (note Google maps has a lower resolution than us, so the cliff seems less steep there)

image.png.096080fab503296a541643696113a8cb.png

Thanks!

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Hello!

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creates enough triangles here and adds a enormous cost on the rest of the terrain

Basically you should not worry about that. Do you experienced any performance drop while tweaking those settings? Here's the thing - ObjectLandscapeTerrain does not render whole terrain at the same time - only the part that you see on the screen at the moment

I know from the first sight this amount of triangles might scare you away - but if you check out microprofile dump you will see that the "render_geometry" with extreme preset eats only 0.3ms which is really fast and affects total frame time insignificantly

I was generate a part of terrain from sources that you share with us recently (not exactly the same location from topic) but nearest which is have mountains too and measured difference between medium and extreme preset - there only twice more primitives and the frame time does not change at all

Anyways using extreme preset might be overkill and I suggest you to go for custom preset with the following settings:
 

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Geometry Progression 2 or 3 (select the one which is gives you best result)

Geometry Fade Lods 1

Geometry Subpixel Reduction 7

 

One more thing - enabling wireframe might confuse you by showing such a big value of primitives (cause its based on creating primitive lines as visualization) so for better comparison turn it off and enable rendering profiler

Landscape terrain was designed to work with extreme details up to 1 mm per pixel and you shouldn't be afraid of this number of triangles since it will easily process them

Thanks!

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