yes, its a 20 pixel padding. The fact is that only those borders (with and w/o padding) are getting jagged. is that normal? wasn`t suppose to exist at least an little AA in there?
Even a pixel wider would slam a horizontal scroller onto my browser. I browse the forums alot on my netbook and anything wider would be a major pain in the ass.
The CPU could only do integer math instead of floating point. Vertices were calculated along a 2D pixel grid at low precision causing them to "snap" into position.
The planks are a 300x300 texture I downloaded from the net. So magnifying them to actual size makes it look pixelated. I tiled the texture to get the high res look.
Yup. Possibly because they are just too low res..also try bumping up the padding a little bit...maybe lightmap uvs are slipping over a few pixels or something.
so how do you generate the gradient from the distance of pixels to the plane. iv been trying to make a teleporting effect like the one used for hyperspace in the homeworld games.
lolno why don't you use a larger texture, and drop that polycount by half. 40k is obscene. also pointless to spend tris on areas that will be so small they will be mere pixels in game.
To make this in ue, you need to plug your parallaxed heightmap into the pixel depth offset input, with a multiplier on it... But unfortunately you'll get shadow errors if you use big multiplier.
Why can't you just detach the face uv island and scale it up till it takes necessary pixel density. Then re-pack. You don't need udim for that actually.