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Hiding parts of an object?

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    Hiding parts of an object?

    Hi guys,

    I've got a mountain static mesh that I've stuck a separate square block static mesh underneath its not pretty and want to hide the square block, will fog do the trick and how would I apply it?

    #2
    I am struggling to understand what the problem is exactly. Why have you put a square block under the mountain mesh if you dont want to see it?

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      #3
      There are "tricks"to fix this sort of problem, but I it is better to fix the root of the problem. Why dont you upscale your skysphere by alot, and then move the moutain further into the distance to remove the paralax effect? UE4 simulates 3D perspective perfectly, if you see paralax that dont want, it probably means the relative distances and sizes of things are not correct.
      Last edited by somawheels; 08-21-2018, 10:12 AM.

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        #4
        Originally posted by somawheels View Post
        There are "tricks"to fix this sort of problem, but I it is better to fix the root of the problem. Why dont you upscale your skysphere by alot, and then move the moutain further into the distance to remove the paralax effect? UE4 simulates 3D perspective perfectly, if you see paralax that dont want, it probably means the relative distances and sizes of things are not correct.
        Ok I'll try that, but is there a way to calculate or at least define relative distance and size needed for the objects?

        MASSIVELY APPRECIATED!

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          #5
          Working in real world scale is usually a good practice. If you drag the default cube into your scene, I can tell you, that is 1mX1mX1m.
          If you change the cube's scale to 5, is will be 5mX5mX5m. You can use that as a reference.
          So if you know the aproximate diameter of your mountain in the real world (I.E 9000 meters), you can scale the default cube up by 9000, and use that as reference for the size of the mountain.
          Once the scale is correct, no matter how far, or close the mountain is, the paralax you are getting, is the same paralax you would see in the real world.
          Last edited by somawheels; 08-21-2018, 01:12 PM.

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            #6
            Originally posted by somawheels View Post
            Working in real world scale is usually a good practice. If you drag the default cube into your scene, I can tell you, that is 1mX1mX1m.
            If you change the cube's scale to 5, is will be 5mX5mX5m. You can use that as a reference.
            So if you know the aproximate diameter of your mountain in the real world (I.E 9000 meters), you can scale the default cube up by 9000, and use that as reference for the size of the mountain.
            Once the scale is correct, no matter how far, or close the mountain is, the paralax you are getting, is the same paralax you would see in the real world.
            I want to remove parallax entirely, I think the mountain is 600 m by 600 m, also by cube do you mean sky sphere, as the cube was just a quick bodge that I don't really want to use?

            Apologies for the draw on your time, I really appreciate though.

            Many thanks!

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              #7
              Im saying you can use the default cube from the list of primatives on the left, as a scale reference because you know it is 1 meter. you can scale that cube up to 600, and then scale your mountain up to match the size of that cube - now your mountain is 600 meters. Delete the cube after you have finished with it.

              Also, A real mountain is is quite a bit more that 600m in diameter.

              I think understand what your after - you want this mountain to sortoff be part of the skybox. A flat, unchanging image, that stays the same regardless of the players position.

              Regarding the two images you showed in the first post... the parallax there is due to the distance between the end of the ground plane and the mountain. Tto remove that parallax, you'd need to make the ground plane stretch to the same location as the mountain.
              Last edited by somawheels; 08-21-2018, 02:17 PM.

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                #8
                Originally posted by somawheels View Post
                Im saying you can use the default cube from the list of primatives on the left, as a scale reference because you know it is 1 meter. you can scale that cube up to 600, and then scale your mountain up to match that size of the cube. Delete the cube after you have finished with it.

                Also, A real mountain is is quite a bit more that 600m in diameter.
                Ah OK, Thanks for that.

                With respect to the mountain, it doesn't need to be realistic, just no parallax.

                Thanks again

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                  #9
                  oh lordy XD. those isssues are likely happening because your world size is too large/you have upscaled and distanced things too much. The ground plane can be your own 3D mesh; to make it stretch to thge mountain, just make it a crazy large scale.

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                    #10
                    Originally posted by somawheels View Post
                    oh lordy XD. those isssues are likely happening because your world size is too large/you have upscaled and distanced things too much. The ground plane can be your own 3D mesh; to make it stretch to thge mountain, just make it a crazy large scale.
                    Which 3d mesh did you mean?

                    Additionally, would it be a better idea to edit the sky sphere texture/material to add some mountains?

                    Although it appears the M Panning Sky material is completely blue, I don't know where the horizon would be on this or where I should paint the mountains on the texture or indeed the size the mountains should be?
                    Last edited by Delta1; 08-22-2018, 10:10 AM.

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