Is this a Scaling or LOD Issue?

I’ve created the following material, but my landscape suffers from blurry/overtiled images at a distance, that also have some white speckly bits that I cant paint over/out:

Material:

You can see the issue here in the red circle, Whereas I’d like it to look more natural like in the green circle:

I’d really appreciate some help.

D.

Hi Delta,

That looks like MipMaps being used for your texture, which is used to lower the quality of the texture like a LOD for a texture at distances. You can quickly check this by using r.TextureStreaming 0 to disable texture streaming. If the texture sharpens up to what you would expect then this is a texture streaming.

I wouldn’t suggest just disabling texture streaming, though, since this would mean that you would have the full resolution texture loaded into memory at all times and at all distances, which can cut into your texture memory.

-Tim

Hi Tim,

Thanks for getting back to us mate when I use “r.TextureStreaming 0” it doesnt make a difference for some reason it deconstructs the landscape entirely looks like something out of minecraft and also removes collision so you can go through geometry.

One thing I’ve noticed is I’ve stuck in a speedtree (just to the immediate right of the bit of landscape I’m having issue with) and it looks pretty blobby until you get up close to it then it shapes up as intended, I’m wondering if this might be a clue?

I can send you the map by PM on the forum, I’d really appreciate it if you could please put me out of my misery.

I’m really tearing my hair out with this map.

The SpeedTree looking blobby is likely just using the LOD at that distance or a baked shadow if you’re referring that part with a low lightmap resolution for the landscape.

If you don’t mind sending the map and needed dependent assets, that would make it easier to take a look and give some feedback more quickly. A PM on the forums with the link would be fine.

Ok, Great!
please bear with me, I’m uploading an older version as we speak without the speed trees and the kite demo as it balloons my map to nearly 10 Gb and I cant get that on my onedrive account, as I’ve got a 5Gb limit.

It might be a tiling issue, as you can really see it in action when you attach the the Kite demo “T_Cliff01_D_CC_R texture”:

Hi Tim did you manage to download and have a look at that map mate?

Not yet. 4.14 issues and push to get the release done are taking priority. I’ve got the project and will have a look when I can. It’s just going to be a bit longer since free time is slim right now.

I finally got around to looking here for a few minutes today.

115484-texturebombing.gif

As you can see in the gif, which is set to Unlit viewmode in the editor so that it’s not influenced by light or other factors here, the tiling was easily resolved by using a new material function that was added in 4.13 called Textuer_Bombing. What this does is helps reduce the tiling that can happen at greater distances.

Here is all I did for this basic setup. Nothing fancy here, just plugging in the texture and setting a scaling value for the tiling.

This is a very simple setup, but someone with more material wizardry than me could likely whip up something much more refined and detailed. I just plugged in the few values to show the possibilities it can have on the tiling pattern at distances. Before this, it was common to use other textures to blend at distances so that the tiling was not as noticeable. This solves that in a much cleaner and more interesting way.

Hopefully that answers your questions. Sorry it took a while to get back.

Hey I know you’re busy, no need to apologise, I massively appreciate your help and will give that a try.

I’m severely lacking in any wizardry of any kind!

I was also just wondering if I might be so bold in asking your help on another unrelated matter, ive put up a question and am just not getting any replies at all, I’ve produced a red spline, you can see it in my project but I can no longer extend it, I’ve made some changes to the route a player needs to take around my map and the spline is to show the way, now I can’t amend the spline according to the map anymore.

I massively appreciate your help, and it honestly means a lot you got back to me mate!

Thank you so much!

Whoops Tim, I think you’ve been looking at the wrong map it should be called “72” I think, it’ll be the latest map in the project, sorry for any confusion caused.