Best way to treat large fields of planar objects?

I’ve created a hexagonal grid using the template level and my intention is to spawn these 2d one-sided planes as actors to be used later at run-time. My problem is that when I get to a large grid, the distant pieces start to look like they need anisotropic filtering, but I get artifacts:

  1. At a distance, the objects are just garbled, and LOD doesn’t seem to help much
  2. At close reasonably close range
  3. When the character is moving, I get a ghosting affect (pictured)

Image gallery for this problem http://imgur.com/a/m9jP0

Does anyone know how to treat an instance of tiling an object over large distances. Ideally it would eventually fade out - is this a solution only a precise LOD setting can resolve?

I believe this is because your 2d plane is actually a hexagon with extruded edges.(I count 4 triangles for the hexagon and 12 for the extruded edges) It seems that you just darken the outer extruded polygons. This will always give you aliasing and in your case antialiasing will not help much. What I can suggest is to use simple 6 triangled hexagon with mapped texture that has the dark outline. This way your artifacts will be first taken care by anisotropic filtering and then antialiasing. If by any chance you insist on using geometry to define the outline, keep your current hex but make the LOD simpler using a texture.

Bake that to texture and use aniso filtering.

I was hoping to have material-based interactions such as altering the emissive param or hue based on in-game actions. I don’t believe that this would be possible with a baked texture, unless you can switch it out when you need the action to happen?

It is possible, you can change the material parameters while controlling their influence with texture masks :slight_smile: You can increase emissive but multiply it with a mask and it’ll show up only where the mask is white.