Amerio.Stephane Posted December 6, 2021 Posted December 6, 2021 Hello, Currently, clutter cells are made visible as soon as they are ready/loaded. This is fine when the cell content is very far and small. Otherwise, this leads to a sudden "popping" artifact. A simple way to cope with this would be to be able to set a "fade-in time" (per clutter or globally), so a clutter cell content would appear progressively on screen. An animated TAA dithered noise would be best. (BTW, LOD fading dithering could also benefit from a TAA noise) Thanks!
silent Posted December 7, 2021 Posted December 7, 2021 Hi Stephane, As far as I can see dithering is already enabled when switching between LODs in clutter (of course, if you correctly set up visibility distances and fade distance): 2021-12-07_12-13-46.mp4 If you are using older SDKs (other than 2.14.x or 2.15.x) there is a big chance that this feature wasn't implemented yet. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Amerio.Stephane Posted December 7, 2021 Author Posted December 7, 2021 Yes, LOD dithering when changing LOD is implemented, but not fade-in of newly loaded/streamed meshes. The issue here is when navigating quite fast, you can enter an area where all clutter/grass has not spawned yet, and they will appear suddenly. We need to have this changed if possible, by introducing some kind of fade-in with a configurable duration (so meshes would appear gradually on a few seconds time span).
silent Posted December 8, 2021 Posted December 8, 2021 Oh I see now. Unfortunately, that's limitation of current grass / clutter streaming implementation. We do have plans to improve these objects (or maybe rewrite from scratch) in the future SDK updates. Hope that your described issue will be gone after that refactoring. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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