Alright. I will download and try it out in an earlier UE version next week. I just confirmed that everything looks good in Blender, so you were right in saying I should have tried it. So hopefully all formats will work better in another UE version.
Thank you so much for the help. I will let you know here how things work out in another UE version.
Hi @LiU-AK
I checked this also in 5.5.1 and the problem is, that there is ticket Nanite setting during importing the model into Unreal Engine. I unticked that and the model was imported properly.
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.
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?
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?
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!