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Foilage Layer Problem [FIXED]

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    Foilage Layer Problem [FIXED]

    Hi guys, im having a problem while tryingout foilage layers....when im running though the grass i see that the grass i have applied to my train is sometimes floating in mid air.

    I might be hard to see but it looks really weird.


    #2
    shameless bump

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      #3
      There should be an option in the foliage layer properties for 'slope rotation' or something similar (been a while since i opened the editor)..either way if you find that set it to 1.0 and see if that makes a difference.

      EDIT: Just checked in editor, the option is SlopeRotationBlend, within the FolilageMeshes properties. I found that this still might cause some grass meshes to display incorrectly, in which case delete just those ones from the terrain layer then manually place them and rotate them as you wish

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        #4
        Hurrm it pretty much fixed it self, i smothed the terrain a bit, upper'ed the tesselation and enabled sloperotation. works about everywhere now. small issues here and there but till allright to use, thx.

        result.

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          #5
          If you are using the stock Grass_Low mesh you will encounter issues where the grass or some of the edges of it may be floating in the air on sharp terrain angles, even with slope rotation enabled, this is because that mesh is very large (256uus in diameter). If this occurs too much you will require a smaller custom grass mesh, or try using Grass03 or GrassGroup_01. Unfortunately there is not a lot of variety in the stock grass.

          Also note that on such a thick grass foliage that you have there, it will probably fail on some PC systems since there is a bug with a bunch of NVidia cards (up to current driver) and using heavy foliage will totally hitch and stall the game.

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            #6
            this might not work, its just a thought, but if the grass is floating, if you make your own set the pivot point to be 1 unit higher than the bottom of the mesh. Also, if you use the stock meshes, like DGUnreal says its a very large mesh, so it might have an 'overhang' were the terrain dips sharply.

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              #7
              I thought I remembered seeing somewhere that you can size the mesh - maybe from 1.0 to 0.5 should stop the overhanging on steeper slopes with the smaller mesh size. . .

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                #8
                You can set a MinScale/MaxScale random size range on some of the foliage systems, however, this affects all three render axis, so if the grass clump mesh is half the diameter, it is also half the height, which is probably not usable in this specific case. The foliage mesh in use in this case is designed for larger flatter areas of terrain and not steeper hills. A different new mesh should probably be used.

                As mentioned previously a map with this much foliage is going to fail on many of the NVidia systems anyway since they have a foliage hitch bug.

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                  #9
                  Originally posted by DGUnreal View Post
                  You can set a MinScale/MaxScale random size range on some of the foliage systems, however, this affects all three render axis, so if the grass clump mesh is half the diameter, it is also half the height, which is probably not usable in this specific case. The foliage mesh in use in this case is designed for larger flatter areas of terrain and not steeper hills. A different new mesh should probably be used.

                  As mentioned previously a map with this much foliage is going to fail on many of the NVidia systems anyway since they have a foliage hitch bug.
                  Agreed - I was not in front of my machine so I could not remember the details - thanks for filling in DGUnreal. And yes, nVidia cards are going to take a hit with the foliage systems - has happened to every machine that has had nVidia cards where I have put foliage systems in and tested with my friends - so I have removed them all and manually placed the items instead and that has removed that issue . . . good luck

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