Jump to content
  • entries
    948
  • comments
    5,905
  • views
    946,522

Beta update available


A new build is available on the beta branch with the following changes:

  • Fixed sidepanel tab switching bug.
  • Improved compatibility with intel graphics.
  • Fixes instance rendering bug with instance count over 256.
  • Added terrain hardware tessellation.

 

To enable hardware tessellation, select the Tools > Options menu item, select the Video tab, and set the tessellation value. Terrain layers much have a displacement map to display displacement mapping. Each terrain layer has an adjustable displacement value to control the strength of the effect. Displacement maps look best when they are rendered from a high-polygon sculpt. The terrain wireframe shader has alsod been updated to visualize the tessellation in wireframe view. You must update your project to get the new versions of the terrain shaders.

 

At this time, terrain will always use tessellation when it is enabled, even if no texture layers contain a displacement map. This will be changed in the future.

  • Upvote 5

14 Comments


Recommended Comments

xtom

Posted

Eager to give the tessellation a go but update not showing here yet.

xtom

Posted

Just downloaded an update but it won't launch.

Josh

Posted

Two new DLLs are needed for libcurl, I just added them.

xtom

Posted

The terrain tessellation is really cool. But I loaded in my game map and the terrain in it is looking more patchworky compared to before. It's more noticeable on the mountains when at a distance. In the image below you can see the difference between an old and new screenshot from the same spot.

 

https://www.dropbox.com/s/n5gl6uiaab6k3bd/patchyterrain.jpg?dl=0

CreativeOcclusion

Posted

Mine looks patchy too...I increased the texture scale, but can't seem to get it to look like it did before update...Mine is about the same as xtom's...I think Josh needs to look into this...

Josh

Posted

There is a define in the fragment shader that disables the multi-res tex lookup. You can change this back, I was experimenting with it. It's called USE_LOW_RES_LOOKUP or something similar to that.

xtom

Posted

Ok think I found it, but not sure, I uncommented line below in shaders/terrain/clipmap.shader

 

#define TERRAIN_LOW_FREQUENCY_BLEND 8.0

 

Looks like it's working as before now.

  • Upvote 1
tjheldna

Posted

Hmm the character controller does not conform to the tessellation of the terrain.

Josh

Posted

It can't, since tessellation is entirely on the GPU.

tournamentdan

Posted

It can't, since tessellation is entirely on the GPU.

 

Wouldn't it be a good idea to use tessellation for the walkable area of the terrain physics shape also?

 

If this is not done along with the terrain. Feet,tires, even a whole character in the lying down position will get hidden or hover over the terrain.

 

Josh

Posted

It's not possible to store that many triangles in memory. Tessellation is meant for a small visual offset, not for large features.

tournamentdan

Posted

I wouldn't use tessellation for the entire physics mesh. I am only talking about close to the character controller. Sort of like updating nav mesh around certain objects.

 

tournamentdan

Posted

You could use a larger bounding box. Any terrain physics mesh inside the bounding box gets tessellated. Any outside goes back to low poly mesh.

tjheldna

Posted

The Tessellation is fantastic Josh, it's made terrain editing fun again!

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...