Hi i’ve only been using UE4 for a few months and im just starting to actually get comfortable with world building, however i’ve had this issue with my landscape grass output that is driving me crazy. it looks great from play level ( i mean the line of sight for the PC) for the most part, however at long distances or at high altitudes especially im getting this effect on my grass that looks like lines and i cant seem to figure out how to either smooth it out or to get rid of the lines entirely.
I am using 100% real time lighting with no static lighting or shadow whatsoever, i am using a post process material on the entire scene but this problem predates that and persists even if the PP shader is removed.
to give an example:
So you’ll see the lines pretty clearly here. i dont know whats wrong.
I am using TAA (tried disabling upscaling but no dice, but the problem persists with FXAA (which looks kind of bad all around for some reason)
Its more noticeable at night.
My grass has a wind effect and also displaces when the character moves through it.
if anyone has any ideas. i have no idea what to upload so please tell me what you need and i will post it somewhere. i really like my grass as imperfect as it is, this line thing though is really killing the vibe.
At the bottom is what it looks like at ground level on a relatively flat surface, the dark patch on the left is just a cloud shadow.
Thank you in advance to anyone who looks at this.
So while my rock material has some tiling issues that I’m aware of I haven’t started working those out yet. The green material that is on flat spots doesn’t have the same issue since I worked that texture to be less noticeable. It appears to be the grass it self when it is output through the landscape grass output node, unless somehow the grass meshes are amplifying any tiling underneath?
Now in my grass settings I have use grid unchecked, and I have random rotation selected as well and those settings make it look really good up close, but once you get what I’m guessing is a few hundred meters out. It gets into a grid like this for some reason, even with use grid deactivated. So I’m confused on how to eliminate this.
I am using a generated texture to map where grass is drawn, but it’s a rgb color map I generated in photoshop that trunks red green and blue to different grass types to let me blend between normal tall and dead grass types that I am using. I’ve played around inside my grass material and tried various things such as removing the wind and player interaction and it doesn’t change. I was wondering if this could be an issue with my mesh and if so I’m not entirely sure how to go about fixing this.
Have you ever seen anything like this before? A grid when grid is specifically disabled?