How to change grass spawning radius

hi,
im trying to make a terrain with grass covering on using terrain grass engine.
but grass fades after some distance from camera.
actually im planning to make a big terrain and move camera like a helicopter from top through the area.
here is a few screenshots for the issues:

as you see, grasses and also pillars(that is used in grass type) are fading after a distance.
also from top (like a helicopter) there is a bad looking grass.
im using the worldcollection demo grasses and added them in grass type, and when im changing the cull distance they fade all. this is my material for terrain.

tnx for your help and sorry for my bad english!

Hello Moftkhor,

So, it looks like you are using a foliage type and then connecting that to a foliage spawner. This is then assigned to the layer you have created for your landscape.

If you open the grass type where you have your static mesh assigned there is a section to adjust the culling distance. By default it is set to max and min 0 and 0. This disables the culling completely and by default should see as far as the camera can.

By giving it a specific value you can force the engine to call the foliage up to a specific point.

These are some screenshots for visual help.

These next two are with the culling set to a smaller value.

Now, this is only if you are using procedural foliage. If you have painted your entire scene what you can do is go to the mesh where you have it assigned to your foliage brush. Click on it. Scroll down to the bottom of it’s details and there is an option there to set cull distance.

Let me know if this helps,

hi
im using grasstype asset. the default value is 10000 for min and max culling distance. when i change them to any other number, the whole grass vanishes from the scene. is it a bug or is it for fps or am i missing something?

Hey,

That is a strange issue.

If you could link me a dropbox of your project or a sample project where this is happening I can test this on my end.

hello again
sorry for my delay
here is a dropbox link. i tested it with with ue4.8.3
https://dl-web.dropbox.com/get/Content.rar?_subject_uid=400499694&w=AABrKlh_HJvoFF8zaBmPyayUIho2KVGY0wk92Idgx6V3EA
thanks

i test the project with ue 4.9.2.
it seems that the pillars fill the scene but still the grasses fade.
i think grass fades for it material?

Hey Moftkhor,

Every time I click on the link it gives me this.

Do you have this set to public or shared? Is this password protected.

If you have the project set up as I have it fades by meshes distance from your camera.

hey,
sorry, my link was corrupted. here is the link:

Hello Moftkhor,

So as per my post earlier, there is a section to change your cull distance and your density. I know you are trying to do a fly over with a helicopter but at a certain distance the mesh distance field will not calculate. I think it’s somewhere around 2,000,000 units.

So, this is the result when I added some density to the poles and a cull distance as far as I could for the grass.

This is the result in the viewport.

So, experiment with the settings and find some that are suitable for what you want to do with your project.