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Problems with water planes & distance

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  • replied
    I just want to take a moment and provide a reference here with a similar setup to what you are using with the same scale values for the translucent water surface and the rock scale.

    https://www.dropbox.com/s/8xqxjq9l8v...water.mp4?dl=0

    In this video I've setup the standard SM_Rock and character mesh for standard size.

    The main issues that you're coming to are with scale. The static mesh that is scaled for the rock is set to Scale: 7625, 500, 4200. The water mesh is set to xy scale of 500k.

    These values are rather large. I understand you want to do an Ocean and large world but it would be better to use multiple tiles for the water along with a landscape or multiple meshes for the island.

    World Composition: https://docs.unrealengine.com/latest...ser/index.html

    Level Streaming: https://docs.unrealengine.com/latest...ing/index.html

    You can also take a look at a setup example in our Content Examples project available in the Learn Tab of the launcher: Open Content Examples > Open Level > Level_Streaming.umap


    Level streaming for large worlds is common practice and the best way to handle situations like this. There are somethings that will make this better with the release of 4.8 as well, but the basics of level streaming is key here to getting the best results.

    Epic's most recent demo shown at GCD uses level streaming extensively to build it's large world that is 100sq miles (10 miles x 10 miles).

    Leave a comment:


  • replied
    The big rocks that you see in the middle causing problems are not part of the landscape & they dont have LOD. (Although they have the same material as the landscape, they are just the mini rocks scaled up) They are separate meshs that I rescaled from the same project. I removed the landscape and the problem still happens, I checked wireframe and there appears to be nothing happening with transitions in tessellation or polys, it seems to be a material problem with the water plane when theres mesh'es underneath it and the camera gets far away

    Heres another video showing it better, notice I have a rock selected and not landscape, so it doesnt appear to be an LOD issue

    https://www.youtube.com/watch?v=xPI9RlI2FCg
    Last edited by CyberDev; 03-05-2015, 03:41 PM.

    Leave a comment:


  • replied
    Hi CyberDev,

    This isn't an issue with the water plan. You're seeing the landscape LOD based on distance. You can test this by applying a material that is using a wireframe mode and see that at distances it's continuing to optimize performance by using a lower LOD for farther distances.

    You can read about this in the documentation here: https://docs.unrealengine.com/latest...echnicalGuide/

    To adjust the LODs you can select the landscape > details panel > LOD tab.

    Leave a comment:


  • started a topic Problems with water planes & distance

    Problems with water planes & distance

    When using the new water planes they don't seem to display at far distance, when I zoomed out of the translucent example after making it bigger, it started disappearing and the mesh's underneath would go through. When I zoom out even further the whole water would disappear. I tried looking for a camera culling / clipping or material distance parameter but couldnt find anything, how can I fix this? I have flying vehicles in my project and really need water that is visible from far up.

    https://www.youtube.com/watch?v=zv9rqe5DfYI
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