Simple Procedural Planets - BP only

@HeadClot To be honest - no idea. Still hitting over 80 FPS on each of my planets (IF they are not moving). I’m waiting for LOD, LOD dithering and other stuff, then this might give me a big performance boost. Or I need to learn how to actually use it properly :stuck_out_tongue:

Most performance eats up grid creation, where I have to create an array of vectors for vertices, and the noise offsets, craters, gotta figure out how to do that on different thread, probably will hit C++ next week to see if I can manage.

The BIG problem I have now is, as you see the screen above, the mesh striping between water and terrain. It’s caused by the scene depth optimization. No idea how to get rid of it without heavy material ingeration and pixel offset changing.