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Terrain Fade Length Behaves Unexpectedly
I have a terrain with several trees and a first person controller to walk around the scene. The scene looks good but as I walk away from the trees they pop-in suddenly. From what I understand, Fade Length under the Terrain Settings > Tree & Detail Objects should make that transition smoother, but I have it cranked up to the maximum and it seems to make no difference from having the Fade Length set to zero. Am I misunderstanding this? Shouldn't the trees fade to a billboard instead of popping in and out as I move closer/further away?
Some more info...
The way I am "fixing" it is I have to set Max Mesh Trees very high. I've also played with Tree Distance and Billboard Start, but the configuration that is working is:
Tree Distance: ~600 Billboard Start: ~400 Max Mesh Trees: ~4500
As I said before Fade Length behaves the same whether it's 0 or 200. So this functions how I expect but I'm concerned about performance.
Any thoughts?
Answer by Pembo · Feb 13, 2015 at 11:10 AM
I'm having a similar problem. Try creating a new scene, experiment with the scale of your tertian and the scale of your trees. You might find that your scene is to big and so is not getting effected by the set range of the "fade length" controller.