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Impossible planet texture problem

polycounter lvl 6
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bitinn polycounter lvl 6
Hi all,

So I recently been facing an impossible problem, in a project I am working on, one of the game mode includes zooming and rotating around a planet.

This means the planet can both fill the whole screen (aka seeing 1/8 of the sphere), and also be fully within the screen (aka seeing 1/2 of the sphere).




The problem is texture resolution and gameplay:

- if we use tiling texture, then at zoom-out level the tiling will be obvious.
- if we use unique texture, then at zoom-in level the texture resolution never crisp enough for a 4k screen.
- if we transition based on view distance, the fading doesn't make gameplay sense.
- if we layer enough noise to the height map then the planet shading is no longer map artist controllable. 

Say we already have our unique height map at 4k x 2k, my question is, what would you do to satisfy both view distance and still make it gameplay & artist friendly?? 

Thx!
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