complimentary cameras seam problem
Hello again everybody, im working on a space simulator, and after searching without any lucky for a solution im bothering you here, so direct to the point, my scene is just too big to be rendered for a single camera thus I have squeezed the most I could to go down on just 2 cameras, one for things close to the player and other for things far away, the problem is that when im descending on a planet surface a HUGE seam is drawn on the transition from the far clipping plane of the 1st camera to the near clipping plane of the 2nd generating this ugly effect of screenshot. The only clue I have is that the shader I built for the water use the depth buffer to manage opacity and sea color, so if anyone could help me in finding a solution and remove this seam I ll be very happy.
best regras too all.
Answer by SinDeSiecle · Sep 04, 2018 at 06:42 AM
I am working on a space game and I have the same problem. I have MainCamera with near clipping planes 0.1 and far 2000, and DistanceCamera between near 2000 and far 999999. Both at depth level -1. I am getting the same seam.
I tried this:
1. MainCamera far clipping plane to 2100 or 2200
2. DistanceCamera depth level to -2
Seam is gone. I haven't tested the entire scene but it seems to be working. @vfontoura
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