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[solved]horizon and D.viewrange/poping tiles
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RedcrowProd Offline
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Post: #1
[solved]horizon and D.viewrange/poping tiles
Hey,

if you set d.viewrange to be slightly less than your world.activerange you dont have the akward poping of the tales, but the issue is if you have clouds/starbox the mountains becomes transparent at long distance making some really weird looking horizon.

so far i have found only 3 solution atm :

set up viewrange to be less than activerange, like that you will have faded mountains on the horizon that blend with sky/clouds.
set up viewrange to be higher than active range, like that you will have the akward poping tiles of the terrain.
crank up the global fog to a crazy amount, but there's no way to limit the fog min and max, and where it start, then your world will look like "silent hill".

i was wondering if its possible to have thick fog instead of transparency ?

so there would be no weird poping tiles effect, and no clouds/sky transparency on the horizon.

thanks smile

img of the issue https://gyazo.com/169d8d92aec3ce2908b6f61cfdb2f795
(This post was last modified: 05-22-2017 03:31 AM by RedcrowProd.)
05-21-2017 08:28 AM
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Esenthel Offline
Administrator

Post: #2
RE: Horizon and D.viewrange/poping tiles
Hi,

I recommend setting D.viewRange to be <= World.activeRange(), if you set it to more, then you will see tiles, and there's no way around it.

It's difficult to see what's the problem in your screen, the white pixels on your screen are stars (from skybox) or some manually drawn snow?
So is the problem that the stars look to be in front of the mountain?

You could:
increase both view range and active range, and increase the Sky.frac (fraction) this is the blending range between the 3d models, and the background skybox.
Try Sky.frac 0.9, 0.95, 0.99 or 1.0

And also you can mix Sky.atmospheric with skybox.
If you set alpha to Sky.atmosphericHorizonColor color to 1.0, then it will not display stars on the horizon (but only at the top).
05-21-2017 10:36 AM
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RedcrowProd Offline
Member

Post: #3
RE: Horizon and D.viewrange/poping tiles
Awesome ! yes Sky.frac to 1.0 did the trick ! ( i had it at 0.7 )
now it shows moutains with thick fog instead of fading with the sky !

once again, thanks for the help !
Ps: another awesome engine update just tested the new baking ao and per pixel material bump it works great !
(This post was last modified: 05-22-2017 03:40 AM by RedcrowProd.)
05-22-2017 03:21 AM
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Esenthel Offline
Administrator

Post: #4
RE: [solved]horizon and D.viewrange/poping tiles
Glad it could help you smile
05-22-2017 03:39 AM
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