![]() Performance cost for tessellation quality Lower quality far away where it doesn't necessarily matter to the player High quality up close where the player sees finer detail When setting these properties, it's important to balance the following: Lakes and Ocean Water Bodies benefit the most from a greater amount of tessellation, especially when there are waves with large peaks and low valleys. The Tessellation Factor sets the amount of quality you want the mesh tile to have for all Water Bodies placed in the level by increasing the number of vertices the tiles have. ![]() It sets the distance from the camera where the tiles should start morphing to lower levels of detail. The size radius of each concentric level of detail is controlled by the LODScale property. Each of those properties work independently of one another, but should be configured simultaneously to achieve a good balance between performance and the quality of the water surface. The Water Mesh Actor provides controls to explicitly define the scale for the level of detail and the amount of tessellation for mesh tiles. The Water mesh primarily defines the quality and detail of the water surface being rendered.Įxample of a 4x4 quad grid morphing into a 2x2 grid, and back again.Įxample of water LOD transition in Fortnite. ![]() It uses a Water Zone to set properties that apply to all Water Body Actors (rivers, lakes, and oceans) that are placed in the Level. The Water system has its own spline-based meshing system that defines areas within the world that should contain water. For gameplay, it can be how a character creates ripples in the water surface while moving through it, or how buoyant an object is as it floats on the surface of the water. This can mean something as simple as how the water material reflects and refracts light onto objects that come into contact with its surface. These two elements determine how water in your project behaves and interacts with the objects it comes into contact with. The Water system is made up of two key elements: an editable water surface, and a water surface material. Single Layer Water Material Shading Model Water Materials and Underwater Post Processing ![]() Water Mesh Tile Size, Extents and Far Distance Water Mesh Level Of Detail Scaling and Tessellation ![]()
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