So I'm working on KnightFall now, and chief of the project wants me to make a grass. So I did. And what he is worried about is the strange pixelation over distance about 10m. Take a look:
And I dont know if there a thing to be concerned about. Cause I looked after Witcher 3 screenshots. They have less pixelation on grass, but still.
Or its just that screens.
And do I have to be worried about that? Can I make anything about that? Is my grass just too dense on texture ? Or its the engine?
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What kind of compression are you using ? how many mips levels ?
Are you using alpha test? i. e., value of alpha clipped in shader to 'fully transparent' or 'fully opaque'?
In UE4, I'd experiment with clipping treshold. Default is 0.333, which should was too low for my foliage
and such blocks (as on your screenshots) got included as opaque. But 0.5 cuts them out nicely.
As for the mip maps, I don't know if you can edit them manually. I use only the automatic generation. Fortunately, in UE you can either blur or sharpen the smaller mip levels.
So im using DiffuseWithAlpha_HighQuality.
How many mips ? all of the RC are generating.