Does anyone have any tips/advice for dealing with scenes that have a lot of trees in them?
To be more clear, I’m using Hierarchal Instanced Meshes, and a moderate cull distance for them that works, but the problem is, if the player comes to a flat or high area, where they can see out into the distance, the “RENDERING BUBBLE” bounds can be seen, and the rest of the world seems empty.
I’m aware that rolling hills are often used to solve this issue, but have a few ideas. None of them are particularly elegant, so instead of brute-forcing a solution, I though I’d ask.
You can see the “RENDERING BUBBLE” the character would move with below.
This might not be ideal but you could make a panoramic image for the far landscape curve view. This will only work if player can’t reach these area and light(day/night) won’t affect the image.
There an example of using panoramic image from the free asset "Realistic Rendering
" in the marketplace if you want to check it out.
Otherwise brute force to only use LOD and not culling when player is at certain area .
My phone is ONLY a phone. I don’t understand how anyone can do CPU activities on such a small device.
Anyway, I attempted your technique (No LOD0), and it doesn’t work because of the RENDERING BUBBLE I’ve created. There’s only a certain amount of trees around the character that are rendered at any given time.
If trees were rendered throughout the WHOLE level, the adjustment would be apparent.
Yes, but yeah, you know by now, the amount of rendered trees is already pretty limited.
No, I understand you, but the issue for me is that I haven’t touched billboard materials or their usage yet, so it may be apparent to you, but to me, I need to learn the basics of that.
Just keep in mind that we’re not talking about VERY FAR AWAY.
If you look at the photo I posted, you can see that the “tree line” stops fairly close.
Wait. Your rendering bubble is like a rendering volume, right?
If so, you can control rendering outside by using a default value for all trees that gets overridden when its inside the volume. You need Blueprints for this.