Closed DoctorAnsem closed 5 years ago
That does look annoying. I'll likely look into and fix this at the same time as #66. They'll be my main focus for the next bug fix release.
Hmh, something odd I just discovered is that this foliage is also very volatile in interfering with a PBR material's transparency... it is also hard-edged which is even more curious because I never saw that happen before. It actually looks like the foliage texture is trying to imprint itself on a material it was never meant to.
Do you think this might be related, or a different problem altogether?
Now as a disclaimer, I might have not understood exactly how foliage material mapping should work and how dynamic geometry rendertypes play into this, but at the moment there's something I have no idea how to resolve.
This is number 1. The alpha blending of the diffuse texture glitches out a lot, especially when the camera is moving. It does kind of blend correctly sometimes, but more often than not it's just black squares as a non-transparent square particle would be.
The foliage odf has the following properties:
The render type I'm using is
normal_ext.dynamic
and it has theTransparent
flag set to true.Hardedged
made no difference. Furthermore as I've understood a transparent diffuse map should have Premultiplied Alpha on, and the compression format is set to contain alpha too so I don't think the texture is flawed? Normal map is correctly set too.Also issue number 2: Not only does the alpha blending flicker violently, the foliage particles themselves seem to flicker in and out of existence sometimes. This didn't start happening until I set them up with the custom material.