The problem is, that UE 5.3 by default creates an Opaque material. UE 5.4 and in 5.5 creates a material with Translucent blend mode and it is causing these rendering issues. There is a fix for the issues when you need to change the blend mode to Opaque and connect the texture directly to the Base Color.
Hello again,
So I got the same result as you did on UE 5.3.2. It solved the problem with the texture overlap parts. Just as in the image you provided the lumber looks a bit pixelated, but that is probably has to do with UE as it looks good in Blender.
However, I have been trying out quite extensively to export 3D tiles, and I am trying to understand the results I get when importing them into Unreal. I am still getting these artifacts popping up depending on which LOD level is used. Especially on flat surfaces. Where this occurs seems to depend on export parameters such as initial simplification and iterative simplification.
I have also tried to export without initial simplification but this does not affect the fact that these artifacts can still occur.
Another interesting thing is that the results differ depending on whether I export via CLI or manually in RC. This despite using a parameter xml file with the exact same settings used when exporting via RC. I also tried CLI without settings file and not changing any settings inside RC and the results still differed.
The commands I used via CLI was:
-export3dTiles “path\to\output.json” “path\to\params.xml”
and
-export3dTiles “path\to\output.json”
I have also tried to upload directly to Cesium ION and there I got a better results, at least for the one model I uploaded.
I can upload a .gif via the link you sent me where I display the behavior when moving between LOD levels in the “lumber model”.
I wonder if it is possible to set the export parameters in such a way that it resembles the upload to Cesium ION?
Hello,
I am not sure if this is RealityCapture’s issue, as it is happening in Cesium’s plugin for Unreal Engine…
It looks like that is not there for all the time… Maybe some setting for the material is wrongly set in Unreal Engine. Have you checked also those settings after import.
Which export settings have you used?
Are you checking the results only in Unreal Engine?
The used settings for the exported models should be the same. But as there is an initial simplification, I suppose the result won’t be still the same for each case (but I am not sure about this, it seems to me logical, that not always the same ways are used for simplification. It is basically the same for the alignment, as each one is unique.)
Have you tried to upload also the directly exported LOD to Cesium ION?
If so, are the artefacts also there? Because I don’t see such patches when I upload the model directly.
I suppose the pre-defined settings should be the same as for the direct upload to Cesium.
Hello,
What do you mean regarding material for 3D tiles? When loading a 3D tile locally no specific texture is chosen, but unreal textures the model anyways. You just import the model via the json file:
I have tried all different kinds of settings, including default RC settings.
I was wondering if uploading to Cesium is a complete other pipeline than the regular export. Because you can not upload the local model to Cesium ION as they don’t support uploading .b3dm files. Or are you able to upload local files to Cesium?
Do you have any suggestions on software where I can look at and evaluate local 3D tile files other than UE?
HI,
I meant something like the image I attached before. But it was before I checked the Cesium plugin in UE. So, I suppose that is not a way.
It is possible to upload, but you need to zip the exported files to one zipped file:
(tile json file and folder to LOD zip).
Then you can upload it to ION:
My Assets/Add data/Add files and choose the zip file:
I don’t have other suggestions as Cesium ION.
Thanks, that worked to upload to Cesium. But it unfortunately looked the same as in UE. I might try to create 3D tiles from other exported formats with another program and see if that helps.
Otherwise I think we will probably try to work around this by modifying Minimum screen space error and using LOD transitions in UE in order to not having this to be too big of an issue.
Thank you very much, this has been really helpful!
Hi!
I’m a colleague of @LiU-AK and I have been trying to import content from the same RC pipeline into UEFN, but have run into some issues. We seem to get issues where the UV seams are, with the textures “bleeding” or something.
The strange thing is, the bleeding disappears when I do any kind of editing in modelling mode, as seen here.
I have not been able reproduce this issue in UE5.4, it only seems to be an issue in UEFN.
I have tried various settings on mesh/material/textures, but with no luck.
Any idea what the issue might be? Let me know if you need any more info.
Regards, Gustav.
Hello Gustav, as it is disappearing after some edit, then it could be just a visibility bug. Also, at it is not happening in other application, then it could be that application’s bug. Are there those mesh’s seems also after the modification?
What were your texture settings?
Hi!
Yes this might just be a UEFN issue, so maybe I should direct the question to that forum instead?
The issue persist when I leave the edit mode, if that was your question.
Both texture and material settings should be the default ones, using an opaque material with texture as base color.
I meant Texture settings in RealityCapture.
The workflow from Broken texture files for different formats after 3D-model export - #23 by OndrejTrhan help me to get rid of such bleeding.
Hello,
We are using settings like I described previously: Broken texture files for different formats after 3D-model export - #9 by LiU-AK
OK, thank you. So, the solution from previous post solved that issue for me.
Yes, I think Gustav tried looking into that solution but I am not sure if it solved it in UEFN. Perhaps a post in their forum is better suited for this.
I tested it also in UEFN and it worked for me. But sure, it would be better to ask also them.
Ok, thanks. Then I will check with Gustav again.