Mosel3y
(Mosel3y)
April 2, 2015, 9:51am
1
I’ve been testing 3D Imposter sprites in 4.7.3 following this guide:
https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/RenderToTextureTools/3/index.html
It’s working well, except when the camera is far from the actor, the texture starts flickering and popping in and out of view.
Here’s what it looks like:
I’m using the S_1_Unit_Plane mesh, this is my material:
Am I doing something wrong or is this a bug?
1 Like
Does this occur in a clean project with no additional content or is it limited to one project?
Mosel3y
(Mosel3y)
April 2, 2015, 9:16pm
3
I have tried in a clean first person template, and got the same result. This is 4.7.3 binary
Mosel3y
(Mosel3y)
April 3, 2015, 9:26am
4
I’ve just found now that increasing the Bounds Scale on the mesh with the sprite material fixes this problem. I set it to around 50 and it no longer flickers when seen from distance.
2 Likes
Loard
(Loard)
June 24, 2015, 11:16pm
5
Hey, im having the same issue, i still dont know how to solve it, but i can tell you that making the bounds that big is going to make that all the imposter be always rendered even when they are out of camera.
1 Like
This also occurs using ImpostorBaker; the reason in that case being that the magic generated impostor geometry can end up with no positive bound in Z
Which likely causes some view culling issues. To fix, specify some manual bounds extensions in General Settings on the impostor static mesh
… which will cure the flicker without causing huge bound expansion. Turn on Show → Advanced → Bounds to see how the impostor mesh behaves in the scene
1 Like