Help eliminating the polygon quad looking lines
arraybercov opened this issue · comments
It's because the atmosphere uses the depth buffer for some effects, which causes this.
The best way to avoid this is by using higher poly models
Hey Dimev, could you also say a bit more on what the differences between the proportional and non are?
Do you mean proportional in the sense that the scale of the atmosphere is the same as the radius of a sphere or? Is there any drawback to the proportional version or any reason why someone would choose to use the non-proportional version?
Thanks : )
The proportional version basically scales the parameters based on the planet and atmosphere radius, which can make setting it up easier in some cases, and makes it a bit more suitable for randomly generated planets with random sizes.
Internally both are the same, so with the right setup they should look exactly the same
I'll clarify this a bit in the ue4 usage guide