I've been helping a friend at zerofrag.com solve a problem. He has ported Dria to UT3 and done an amazing job. But he has a problem I thought I could solve. So far, everything I have done has not fixed the problem and I have tried numerous solutions.
The problem is at certain angles the water looks fine and at certain angles, the water does not.
The water has two materials on two static meshes (one a little higher then the other):
The top static mesh has the material UN_Liquid2.BSP.Materials.M_UN_Liquid_BSP_Distortio nRiver_Optimized. The river is made up of many of these joined seemlessly together to create a large flowing river.
The bottom static mesh has the material UN_Liquid.BSP.Materials.M_UN_Liquid_BSP_Distortion Creek_01_RockTops and is used only to surround the pillars in the pictures (below).
The static mesh used is EditorMeshes.TexPropPlane
Good:

Bad - Line created:

In the above, the line is exactly where two static meshes join to create flowing water over a larger area than a single static could (and still have the desired speed).
Underneath these two static meshes is a static mesh to make the pillar look good. At yet another angle, this underneath static mesh seems to have disappeared:

If I remove the bottom static meshes the water around the pillars look fake but it solves the problem. Resizing and moving them around, etc. does no good either.
This is acting like an occlusion problem, but at this distance and the small change in viewing angle, it can't be.
Can anyone think of a solution?
The problem is at certain angles the water looks fine and at certain angles, the water does not.
The water has two materials on two static meshes (one a little higher then the other):
The top static mesh has the material UN_Liquid2.BSP.Materials.M_UN_Liquid_BSP_Distortio nRiver_Optimized. The river is made up of many of these joined seemlessly together to create a large flowing river.
The bottom static mesh has the material UN_Liquid.BSP.Materials.M_UN_Liquid_BSP_Distortion Creek_01_RockTops and is used only to surround the pillars in the pictures (below).
The static mesh used is EditorMeshes.TexPropPlane
Good:

Bad - Line created:

In the above, the line is exactly where two static meshes join to create flowing water over a larger area than a single static could (and still have the desired speed).
Underneath these two static meshes is a static mesh to make the pillar look good. At yet another angle, this underneath static mesh seems to have disappeared:

If I remove the bottom static meshes the water around the pillars look fake but it solves the problem. Resizing and moving them around, etc. does no good either.
This is acting like an occlusion problem, but at this distance and the small change in viewing angle, it can't be.
Can anyone think of a solution?
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