Render Distance

bnsfc

Steam Nut
I'm using TANE and the pop in distance of things like handrails, pipes along the side of boilers, or any detail on some models is terrible. the distance these items appear at cant be more than 150ft, witch means that you can clearly see when it springs to life. I'm just wondering if its the models, the game, or something I'm screwing up. TUME content and stuff not specifically designed to TANE seems to do it the most.
 
I'm using TANE and the pop in distance of things like handrails, pipes along the side of boilers, or any detail on some models is terrible. the distance these items appear at cant be more than 150ft, witch means that you can clearly see when it springs to life. I'm just wondering if its the models, the game, or something I'm screwing up. TUME content and stuff not specifically designed to TANE seems to do it the most.

It's the LOD setup in the model, and often the 'pop' effect can be easily avoided. For the examples I have seen the problem is that the textures used for the more distant meshes do not include imaging to replace the features that aren't in the mesh. The low-poly meshes should use imaging for these features, because the 3D detail is not part of the mesh. When the higher-poly mesh is used the detail in the image is replaced with the mesh detail. That means that the changeover is disguised. If you look at the models where this is a problem you will usually see that the same images are used for more than one mesh. As the detail in the image is not required for the high-poly meshes, it doesn't exist at all in the lower poly meshes.
 
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