MmMapping and Foliage

Hello,

With MipMapping:

http://i.cubeupload.com/SXBsxu.jpg

Without MipMapping:

http://i.cubeupload.com/IURp0c.jpg

It’s a huge deal as you see, and going without MipMapping isn’t wise.
Is there anything we can do to the best of both worlds? Like a middle ground.

Increasing the power of the alpha with distance helps.

Thanks. Care to explain a bit more how to do it?

Edit: I tried quickly. Plugged the alpha to a power node and as I increase the power it started to fade out even more. Decreasing it actually helped. I will now try to do it distance based and share the result here.

Thanks a lot for the hint. :slight_smile:

Sorry for the short answer. I’m not at home at the moment. There are plenty of examples for how to do distance fade based on camera, use that in the alpha of a lerp node and set the regular alpha in one of the inputs and the one with a new power in the other.

There is an option to dither mip map alpha’s in texture properties, but it’s a bit heavy handed.

@Sitrec, No problem. I already did the fade in the distance setup. Now it doesn’t disappear like that in the distance but the problem is the textures that are mipmapped cast very small shadow. So now even though the grass is being rendered for a large distance, only the ones new cast full shadow again leaving a visible line from where it’s being mipped.

http://i.cubeupload.com/MuDhU2.jpg

@BobJoel, Thanks I just tried it but the result isn’t very well. It makes the alpha very strong and bolder.

Edit: How can I see the performance cost of using mip map for this vs. not using mip maps?

Hello? :slight_smile:

I mean, I know that not using mip maps is not efficient. But how do you see “how much” it is not efficient.