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Enoch clutter lodding.
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Description

Hi,

Whilst setting up new clutter for a modded terrain using clutter from Enoch, users quickly started complaining about the new clutter "popping". After some further investigation it appears that a lot of the Enoch clutter seems to have a different texture for the second res LOD.

Which is causing this off putting popping effect when the LOD's change. (Video below). It is also very noticeable when compared to clutter from base A3 or Apex.

I have tested all of the below clutter individually and confirmed they all "pop" when the LOD changes (there may be more affected but this is all i had time to test so far):

  • c_Grass
  • c_GrassTall2
  • c_GrassTall3
  • c_GrassLow
  • c_GrassPlant1
  • c_GrassPlant2
  • c_grass_flower1
  • c_GrassAnthoxanthum
  • c_GrassAnthoxanthum_bended
  • c_GrassDry
  • c_GrassDryCarduus_f
  • c_GrassDryHypericum
  • c_GrassDryPlant1
  • c_GrassDryTall
  • c_GrassDryTall2
  • c_GrassDryTall3
  • c_plantsSmall1
  • c_plantsSmall2
  • c_fern
  • c_ferntall
  • c_fern_amanita_single
  • c_fern_boletus_group
  • c_Vaccinium
  • c_leaves_dead
  • c_leaves_dead_half
  • c_beech_big
  • c_beech_mid
  • c_beech_small

Interestingly; c_GrassSmall, c_GrassSmall_conc, c_GrassTiny and c_GrassTiny_conc do not produce these effects and they smoothly transition in.

I have a video of this in action, using the same clutter setup (types and probability) that is present on the Livonia surface "KGrass1", the clutter grid and min/max distance settings are also the same as they are in the main Enoch terrain config.

Is it possible to pick just one texture to use for both LOD's to avoid the jarring transition. I understand that the second texture is intended to make the clutter look "fuller" at distance, and i briefly wondered if the fact that the "TreeAdv" shader was being used in the materials might be a contributing factor, as the transition type is similar to tree/bush objects. However objects like c_wheat do not suffer from the "popping" and are using the "TreeAdv" shader, so i can only conclude that it is the second texture that is responsible.

Thanks,

Ben

Details

Severity
Tweak
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

Walk slowly across a terrain using Enoch clutter, particularly surfaces with the tall grasses as the models are larger it is easier to notice.

Also very easy to identify if you setup a surface with only a single affected model assigned.

Event Timeline

-Ben- created this task.Jan 16 2020, 3:11 PM
Uro added a subscriber: Uro.Jan 16 2020, 3:28 PM

The clutter is popping because of thicker Alpha/transparency texture in LODs. otherwise the grass would get extremely thin/transparent in the distance and you would see soldiers and other models through it. The pop is much more noticeable on your video, because there is very big contrast between ground texture, satelite map and the clutter. Try to reduce the contrast and the "pop" will be much less noticeable. As on Livonia.