I am looking for help with my material.
I created a gridmaterial on two ways.
First only with the materialeditor ind UE4 and secondly with a grid i created in PS.
Now my problem:
When I look at my material with a camera placed in my world in VR Mode, the grid looks totally messed up.
My black lines start to flicker and show holes in the grid. Sometimes it only shows the horizontal ines.
You see the error in the picture attached.
the material should look like the starting room of the oculus setup.
In VR you have a lower resolution. Try changing your AntiAliasing mode to see if that changes the appearance.
You can create a custom material to fade out the grid lines the further away they are to prevent rendering them from afar, even replace them with a less prominent color and be thicker.
The reason for this effect is that the simple method of making this pattern evaluates the colour at a single point. That works fine while the resolution per ingame area is high, but breaks down as each pixel covers a larger and larger area, thus increasing the expected error. To avoid this you need some kind of area sampling as antialiasing. Refer to this: Chapter 25. Fast Filter-Width Estimates with Texture Maps
Thank you!
I understand the problem now better. And i tried to implement this code in my project. But I have no understanding at all of the c++ code.
How do I add this code to my project?
I added it to the defaultengine.ini and added it in my UE4 project. but this seems not to work. nothing changed