I am currently working on a dynamic terrain generation system, and in order to get the textures working im using a custom splat model which can be used as a doodad to print the terrain textures by placing it.
However, Im currently facing two different issues.
1) Is there any way to create different "layers" for splats, so for example that Texture1 is always rendered ABOVE texture2, and so forth? The only field I found in data is called "Art - Priority" within the model itself, but it doesnt seem to have any effect for me. I need a way to layer various splats over each other to mix terrain textures.
2) Im experiencing some weird clipping issues of splats connected to camera farclip (See attached screenshot). Anyone has an idea what this is caused by and if it can be fixed?
that would be awesome to manually control the rendering priority in actors. i really could use that.
one question from me, does your method not lag? whenever i am using a certain amount of splats the game starts lagging terrible.
to your problem, using 2 splats is not an option? just setting opacity of one.
I managed to reduce the clipping issue by minimizing the splat model Z scale. For some reason that makes the effect less visible.
Layers solved by using multiple different models. Would still be interresting to know if there is a way to prioritize certain splats over others via data.
Hi,
I am currently working on a dynamic terrain generation system, and in order to get the textures working im using a custom splat model which can be used as a doodad to print the terrain textures by placing it.
However, Im currently facing two different issues.
1) Is there any way to create different "layers" for splats, so for example that Texture1 is always rendered ABOVE texture2, and so forth? The only field I found in data is called "Art - Priority" within the model itself, but it doesnt seem to have any effect for me. I need a way to layer various splats over each other to mix terrain textures.
2) Im experiencing some weird clipping issues of splats connected to camera farclip (See attached screenshot). Anyone has an idea what this is caused by and if it can be fixed?
@Mille25: Go
that would be awesome to manually control the rendering priority in actors. i really could use that.
one question from me, does your method not lag? whenever i am using a certain amount of splats the game starts lagging terrible.
to your problem, using 2 splats is not an option? just setting opacity of one.
Update:
I managed to reduce the clipping issue by minimizing the splat model Z scale. For some reason that makes the effect less visible. Layers solved by using multiple different models. Would still be interresting to know if there is a way to prioritize certain splats over others via data.
@FunkyUserName: Go
About lag, it really comes down to the number of splats you are using. As long as you keep the numbers low the FPS loss should be minimal.