It get’s cut off at the edge of the pool and also at a certain camera distance.
It’s my first actual UE4 project, so yes - I’m a noob. I created this texture following the usual water tutorials, but I can provide screenshots if that helps (UPDATE: screenshot attached).
Somehow I get the feeling this has to do with a camera or world setting, because the clipping strongly depends on the camera angle… could this have to do with the fact that I am working for VR?
It may have something to do with VR, I haven’t worked in it though so I dunno for sure. I’d try tweaking your refraction parameter & depth fade values to see if any changes come up. Try hooking up scalar values and setting up a material instance so you don’t have to recompile your shader every time you make a change to the material code.
By the way, is it really necessary to use the “Mobile / Tablet” + “Scalable 3D or 2D” presets? Even though I am working for VR, these projects will only run on high end computers…
I believe I chose the wrong preset to start with. I am not putting this project on a phone or tablet, I will run this on a PC only… I should have started with the high quality templates :-/
Is there a way to convert the whole project from “Mobile/Tablet” to “Desktop/Console” with “Maximum Quality” during production?
, I am having the same problem. Where did you find that in Project Settings? I had it set up for desktop to start with though. Still having the clipping issues when I walk up to my water.
, I am having the same problem. Where did you find that in Project Settings? I had it set up for desktop to start with though. Still having the clipping issues when I walk up to my water.