I have a blueprint that spawns plane meshes relative to the player location. However, there is one problem, it is very noticeable where both actors join. I’m using a very simple material, independent of world position or similar. Any help would be apreciated.
This is the entire material, it’s based on vrayguide’s water material. I used fresnels originally, but have removed them.
These are the only modified properties, everything else is default.
Also, these are all the base actors in the level.
I don’t know why in particular you’re getting that double reflection, but in general I don’t think you can’t combine meshes when making water. The moment you want to make it transparent you’re going to have a problem because you can see the edge of one mesh through the other:
This is also a very heavy shader.
Have you seen this guy’s stuff ( very good refraction ):
I have a few questions there:
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Is this shot in game? ( I see collision volumes )
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Are you sure they’re lined up?
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Are you using static or moveable lights?
1: It’s from the editor window, but the same effect happens in game.
2: Yes, each plane is 20,000 units long and they’re 20,000 units separated from each other.
3: I’m using one stationary SkyLight, the planes are movable objects, since they need to be spawnable and destroyable.
If you have any other question please ask, I’ll gladly answer.
What do you have for a normal map?
Or do you have some sort of fresnel going on?
OK, what’s your material domain / blend mode etc there? Having trouble matching the pins…
Thank you, I’ll try that. However, I used a completely tranparent material for the sides so you can’t see the other face through them, that might actually be the problem, but I’m not sure.
At any rate, I can’t get it to happen. Does Good sky already have a skylight in, I’m not sure?