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Terrain material/ 2 Plane trees


Best Answer Mike Jones , 02 February 2017 - 11:03 PM

The more non speedtree trees you add to the terrain planter the more resolution you lose when they billboard. Try and keep your two plane tree choices to a minimum and you will lose much less resolution on the texture atlas.

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#1 bortimus

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Posted 02 February 2017 - 01:37 PM

Is there a way to make the terrain play as deep rough?  After setting the terrain material to deep rough the game still recognizes any lie on the terrain as regular rough.  

 

 

Any solution for 2 plane trees becoming fuzzy after a certain distance?  I think I have seen this on a few courses in the past but most don't have this problem.

Looks like this: 

SCGp6zu.jpg

 

I'm using 2048x2048 textures for the trees so I don't think that's the issue.  It happens without fog as well.  

Tree quality setings are set to maximum in the game.    

 

Any help would be appreciated! 



#2 NoPutt

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Posted 02 February 2017 - 02:21 PM

In Unity, under Tree and Detail Objects, what is your tree distance set to?

I have heard that changing the Terrain to Deep rough actually does

play as such, even though the Rough name remains. Haven't tested this

myself, but those that have, say there is a loss of distance that is the same

as a deep Rough mesh.


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#3 bortimus

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Posted 02 February 2017 - 03:14 PM

Thanks NoPutt

I'll have to pay closer attention to those penalty percentages. The lie of "rough" was throwing me off.


I think my tree distance is set fairly high, but when I get back home I'll max out that setting and see if it helps.

#4 bortimus

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Posted 02 February 2017 - 08:18 PM

It looks like the deep rough penalty is properly applied on the terrain even though it says "rough" .

 

The setting that worked for the blurry 2 plane tree issue was "Billboard Start".  I increased this distance and it looks much better.    



#5 NoPutt

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Posted 02 February 2017 - 09:27 PM

Great, I forgot about the 2 plane part, so billboarding would be correct of course.


Dry Gulch...................Released                     Smithfield Golf Club...........Released

Millstone Golf Club....Released                      The Walker Course............Released

Kingsmill Woods Course...Released               Pine Lake Golf Club..........Released

Woodhaven Golf Club (9) Released                The Reserve at Keowee...Released

Cliffs at Keowee Vineyards..Released              The Ace Club...................Released

Dry Gulch 2..........Released                               Blackberry Oaks.............Released

 


#6 Mike Jones

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Posted 02 February 2017 - 11:03 PM   Best Answer

The more non speedtree trees you add to the terrain planter the more resolution you lose when they billboard. Try and keep your two plane tree choices to a minimum and you will lose much less resolution on the texture atlas.



#7 NoPutt

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Posted 03 February 2017 - 09:22 AM

Good tip Mike, thanks


Dry Gulch...................Released                     Smithfield Golf Club...........Released

Millstone Golf Club....Released                      The Walker Course............Released

Kingsmill Woods Course...Released               Pine Lake Golf Club..........Released

Woodhaven Golf Club (9) Released                The Reserve at Keowee...Released

Cliffs at Keowee Vineyards..Released              The Ace Club...................Released

Dry Gulch 2..........Released                               Blackberry Oaks.............Released

 


#8 Justin9926

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Posted 03 February 2017 - 05:17 PM

Bortimus, I tried the exact same thing on Bethpage Red with the unity terrain. I set the material to deep rough, but it still shows as rough.  But I do believe whatever your last spline  is the game adjust accordingly.  On my new project my last spline is set for deep rough. I went ahead and built the course, teed off and landed in the deep rough 170 yards out. My penalty lost was 17% with the 6I. I then just chipped off of that spline  onto the terrain and with the 6-iron my penalty was then  27%, even though it still says rough. So that makes me think that the game is adjusting the  penalty lost, according to your last  splines. I also did that without taking mulligans  or  moving the ball by hand. From testing you always get a different penalty loss  by taking mulligans and moving the ball by hand. For instance, I may have a penalty loss of 17% take a shot hit mulligans  go back to the same spot, and now my loss is 12%. I hope this all makes sense :)

 

Justin


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#9 Justin9926

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Posted 03 February 2017 - 06:26 PM

When I  said your last spline I meant to say your most outer splines.


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