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.
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.
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.
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?
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.