UE5 - Experimenting with screen space projected mesh LOD. Lets try to wrap it around a sphere.

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  • เผยแพร่เมื่อ 6 ก.ค. 2024
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ความคิดเห็น • 2

  • @SaltHuman
    @SaltHuman 8 วันที่ผ่านมา

    You don' have to fix it when you can wo around it. There are a couple things you could do to hide it, one of which is to use the plane mesh, attach it to the camera so it follows, create a low tricount sphere underneath it. Of course they should share the same colour material, none of the complex stuff should be on the sphere. After all you don't ever see crashing waves from space and if you make the screen space plane large enough you could still see the waves from an acceptable distance.
    It also doesn't have to be a perfectly flat plane, it could be a slight curve of a sphere kind of plane where it's locked to rotating from the axis of the planet, that way you always account for curvature

    • @snznz
      @snznz  8 วันที่ผ่านมา +1

      Hmm the main issue is that at large scales the raytrace sphere logic creates jagged steps/artifacts in the mesh itself at close viewing distances, so while you are right that I could work around the problems when you get far away, the main issue is the offset precision issues up close. It is an interesting technique though. If i could get a double precision ray sphere intersect within a material it might work, but I haven't seen a good way to do it. Other option could be a compute shader but I'd have to look into it.