I made a little lava material and it looks kind of how I want it, but there is a big problem when rendering it.
The material starts flickering and as soon as the camera is a certain distance away, it disappears completely.
It also seems depending on the viewing angle, because even further away, it satarts to show again as flickering.
If the camera is really up close, the flickering is mostly gone, but not completely.
Yes, indeed. If the displacement is disconnected, the material looks much more boring, but does not flicker…
As a mesh, I use a cube with a 160x80 quads top face. Could that be the reason?
I fiddled a bit with the bounds settings, but the problem still persists.
Just to test, I useda different mesh (a plane mesh from the engine content) and its giving me much better results.
So I think the mesh is the culprit afterall. The engine content mesh is however a bit low poly, so even with tesselation, the lava lacks somewhat of fidelity.
I think I will play aound with differently detailed meshes to find out whats best.
Hmm pity that didn’t work Are you sure you tried high enough settings? No effect at all even when you make it 10? (or type 20 just for fun, though that might cause other issues but just for experiments sake)
What are your tesselation settings in the material details tab? Did you try PN Triangles with adaptive tesselation ON and Crack Free Displacement OFF?
Also plug in a constant (value on 3) in the tesselation multiplier. It probably won’t fix anything but you never know…
It must be a boundingscale issue. I have no idea what else might cause this. If you’re willing to go to some more effort, try implementing distance based tesselation.
You can then essentially just kill displacement beyond anything but close-ups. If that doesn’t take care of your issue I’ll eat my shoe.