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Any advise on this Distance Obj problem?

Discussion in 'General Discussion' started by N1warhead, Feb 27, 2015.

  1. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    Hey guys, I was curious (I have Unity Pro)

    But is there a way to stop smaller distant objects from looking glitchy?
    What I mean by that is, it looks like it flashes and stuff, I'm not wanting it to look like a bunch of detail.
    I just want it to be properly drawn as a solid object not a flashy glitched object.

    Here is a little video
    (Sorry for the Quality)



    Please help me guys!

    Thank you!
     
  2. imaginaryhuman

    imaginaryhuman

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    Mar 21, 2010
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    5,834
    objects are just too small and dont have enough pixels width each to look stable? also no antialiasing?
     
  3. N1warhead

    N1warhead

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    I can understand about being small because of the distance, but there's got to be a way to fix it.
    I mean how would an RPG Render a fence a mile away with a proper Z-Buffer (Apparently that's the issue) I've been looking it up, but I have no experience in fighting a Z-Buffer. Never made distanced based games.

    Also yeah I've tried no AA, but still no luck.

    I've put all the texture Ansio Levels to 16 and made them trillnier, but that seems to make it worse (I don't know why) but gah lol.
     
  4. JRRReynolds

    JRRReynolds

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    Oct 29, 2014
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    Did you 1) try turning quality settings up all the way to Fantastic
    2) try using cubes with default prototype textures (sometimes the UVs on other mats can cause strange artifacts) to recreate the issue

    That's all I can think of, sorry can't be of more help.
     
  5. N1warhead

    N1warhead

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    Yeah, that's all I ever use is Fantastic Settings.

    Why would I use a cube? It's just a Z-Buffer problem not a UV Problem.
    Like my bridge posts render perfectly fine, but depending on the angle of a surface from the Camera (if it's not much to render) it goes crazy. Maybe I should just make them scaled bigger and see if that works.
     
  6. Deon-Cadme

    Deon-Cadme

    Joined:
    Sep 10, 2013
    Posts:
    288
    Looks like the distant objects got too much details... the graphics system samples the vertices and textures like it was in 1:1 scale and attempts to shrink it into X pixels... changing view angle, moving etc causes some data to be sampled in the neighboring pixel and thus they appear to flash, flicker and change color. Add other properties as well from your material shader that might apply into this mix... maybe some funky lighting stuff?

    How many vertices and how large textures do these objects got?
    what kind of resolution were you rendering the game at?
     
  7. ippdev

    ippdev

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    3,789

    Try a single plane type stand-in for LOD far away.
     
  8. RockoDyne

    RockoDyne

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    2,234
    That will probably be the easiest/nicest looking way. You just have to deal with pop-in there and fading between model and plane.