#Mip Map

1 messages · Page 1 of 1 (latest)

wooden jetty
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Oh. I made a mistake ^^'. I've said that I'm currently working on Meta Quest 2 but It's for PC Build and I use the Quest 2 with the link cable. Thank you so mush for your help @fierce blade ^^

fierce blade
wooden jetty
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ok fine thank you ^^

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And I also got another question. When I'm far from a 3D object, the textures are "'vibrating" or "streaked". I tweaked the mip map, the anti-aliasing or with the scale factor but nothing change :/. Did you have a solution please ^^' ?

final bramble
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Detail mapping is a technique to improve texture appearance up close without having to crank up the texture resolution itself

final bramble
wooden jetty
wooden jetty
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What do you recommend c: ?

final bramble
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Increase the near and/or decrease the far to find a compromise between clipping and accuracy

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It might be an option to change the near plane dynamically, either by area or by proximity of objects to the camera

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So that distance glitches would appear only when the player is looking at something very closely, when they wouldn't be noticeable

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Or conversely increase near clipping when the player zooms into the distance, if that's a thing that happens

wooden jetty
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oh that can be very cool :O. How can I achieve that pls ^^ ?

final bramble
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What do you mean "how"?

wooden jetty
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I want to know what is the way to make this dynamic near clip pls 🙂 ?

final bramble
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You would have a script on the camera/head that changes the variable based on objects it detects, probably by some physics method like raycast, spherecast or overlapsphere

wooden jetty
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ok so calculate the distance of an object in relation to the camera, increase the near clip if the object is distant and decrease if it's near to the player, that right ?

final bramble
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Calculating distance itself is costly, so I would just check if there are objects close or not, and swap between "close" and "far" preset values