Can we affect a different way how much environment is rendered / viewed by player different way then only using camera3d settings?
I just wonder about quality of textures in distances , how to change their sharpness or make them more blurry
Can we affect a different way how much environment is rendered / viewed by player different way then only using camera3d settings?
I just wonder about quality of textures in distances , how to change their sharpness or make them more blurry
I’m not sure myself, but what you describe might be Texture Streaming. It will load a low quality of the texture when far away or not in view, and will on the higher quality resolution (mipmap) when in view. It’s not available in Godot yet as far as I know.
I have noticed there is something about how some low poly assets create strange look in distance , specially when you enable shadows .
Good example is grey walls from KayKit Dungeon Remastered Kit .
Those bricks on flat surface create strange looking effect , be useful if we could add blur to slowly dissolving as we approach closer to wall to see crisp detail .
Comparison blender and Godot
Object are scaled from left 20,10,5,2 and normal size notice how those bricks behave on size 1 in Godot
@hardboileduser @normalized @dragonforge-dev
This looks like magic could happen, do you have some recommendations what to change to give game easier time to render but also start render more details on certain size in viewport ?
Check out the Near and Far settings of your Camera3D (at the end of the options). They set the culling distance for your camera.
Tried this options on camera but this end up with a bit strange look when you just hit distance range part of faces only shown , for example this terrain also had hole ![]()
when just hit distance .
Rather the issue is how it looks from distance on those brick walls .
I found this in docs Visibility ranges (HLOD) — Godot Engine (stable) documentation in English
HLOD and LOD with material properties at distances is what I looked for ,
Awesome! And that worked?
Will need to test it and learn how to create it manually as multiple meshes so then it’s grouped and shown on distance .
I found this demo for automatic meshing godot-demo-projects/3d/occlusion_culling_mesh_lod at master · godotengine/godot-demo-projects · GitHub
So for now I’m stuck at this as I don’t see in demo real improvements of fps when using LOD , and this message I’m trying to figure out if there is way to do this on M2 chip using GPU as baking of textures in Blender worked only on CPU .
I have no idea about that. Sucks that it’s so frustrating.