Large Scale Terrain Appearance

When I view terrain created using Unity’s terrain engine, I notice a pattern of squares, with the problem getting worse with distance from the terrain. (See attached images - the areas I have highlighted in red are examples of the problem.)

I have tried different textures with the same results.

My terrain will be always be viewed from a distance, and I need it to look good at long distances. So, terrain, imported models, animations, particle effects - everything will be shown as if it were viewed from a distance.

It seems to me that I saw something somewhere about setting up different render settings for different distances, but I cannot find it (whatever and wherever it was).

Hi pcbMark,

I don’t know enough to answer you question specifically, but I know there are a lot of factors that go into the appearance of a terrain at various distances. There is a very good all around explanation of these factors and how to deal with them at this link: http://www.unifycommunity.com/wiki/index.php?title=Terrain_tutorial Good luck.

Zaffer

Thank you. I’ve looked at that item before, but it appears to deal with smaller scale terrain (scale as in 1 unit of area in the game is equal to x amount of real-world terrain).

The problem I am encountering is with the appearance of a light grid of squares in terrain at a distance, particularly where it is facing the camera. I suspect that this has to do with a feature in Unity for helping terrain tiles merge into one another by blurring or otherwise modifying the rendering of the tile edges. (But that’s just a guess.)

I encounter the problem in terrain created with Unity and in terrain created in external applications and imported as FBX assets. Same exact symptoms present themselves for both kinds of terrain.

This game (and the series of games I have designed) are to be strategy games in which the player looks down at relatively large areas of terrain from above, with a moderately oblique angle. (Same visual/UI concept as Civilization, Cossacks, Europa Universalis, and so on.) Maybe shrinking everything down might work, but that would compromise the quality of other 3d objects and make developing the terrain harder.

Again, I think this has something to do with how Unity tries to prevent a tiled appearance (but that it may be causing the problem I am seeing - at least when terrain is viewed at a distance).

Hi pbcMark,

Forgive me if I am bringing up something you have already tried, but have you tried increasing the Base Texture Resolution? It seems to apply to the appearance of terrains at a distance. Anybody else have any suggestions?

Zaffer

Applying hydraulic erosion through the Terrain Toolkit alleviates much of the problem.