View Full Version : UDK LOD/ Clipping Plane on textures HELP!
04-03-2010, 12:35 AM
I need to turn of the clipping plane, I don't know if it was the update or something I did, but now I have to get really close to my static meshes to see the textures detail, and my skydome is horrible pixolated! ( yet I am using a 4096 by 1024 for it!) I noticed the change over the last day. ANd yes I have no collison, no lights, no shadows on the skydome. I am using the static mesh in the UDK editor, I just applied my own material to it, Phong is set to unlit.
This is a real bad problem for both my skydome and my house asset.
Keep in mind I an kinda new to UDK. Any help would be appreciated!
04-03-2010, 05:13 AM
What you are seeing is probably the result of mip mapping (http://wiki.polycount.net/Mip_Map).
1. Double click your texture in the Content Browser.
2. Scroll down to the LODGroup setting and change it to TEXTUREGROUP_RenderTarget. That should allow it to display at a much higher resolution in game.
3. You can also change the LODBias setting to -2 rather than 0. This should allow textures to display at two mip levels larger than normal.
04-03-2010, 09:09 AM
That has nothing to do with clipping planes at all, as Ben said it's probably mip mapping, aggressive mip mapping too.
04-05-2010, 07:27 AM
( Ah finally found this thread)
WOW, thank you!
I have been stuck on that for days! researching the hole parent child, LOD thing, but it was so easy to fix!
You really saved me there Ben!
And thank you for confirming it rumble :)
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