Weird Haze Above Grass

Hey everyone I have a weird haze above my custom grass textures. I’ve switched my wrap mode to “clamp” and I tried removing the bottom two pixels in the alpha channel to see if it would help but neither did.Anybody know what causes this and how to fix it? It shows up when using painted grass in the terrain editor. Thanks for any help, Its greatly appreciated.

Well, that is indeed a wrap around from the bottom, so setting the texture to clamp is a good idea.

It might be a case of atlassing. So what you see at the top is not the bottom of this grass, but of your other grass texture that is put above it. Are you using the other grass in the scene? (In that case try to disable it to see whether this is the issue.)

I’ve set it to clamp but that didn’t fix it. I am using multiple grass textures in the scene and removing one from the terrain editor removes the haze from another grass texture. The problem only appears when there’s multiple textures in the editor. However I’d like to be able to use them all in my scene, is there a recommended way to deal with this issue?

Ok, then it is indeed atlassing that is causing this issue. (Clamp doesn’t help against that, but it was good thinking.)

Try setting the texture type to texture or advanced to disable atlassing.

I’ve tried that and I’ve tried messing with a lot of settings for quite some time but it just doesn’t want to go away. Could there be a way within the texture itself or in the engine’s settings to fix this?

I believe this is a long standing bug with terrain grass. The settings on the texture for wrapping are ignored and it always uses repeat. Add a few more pixels of blank space at the bottom and enable Border Mip Map on the texture. I would also highly suggest you crop that texture down to be only 64 pixels height and adjust the grass height to compensate. All those “blank” pixels still add cost to the rendering. One of the biggest slow downs caused by grass rendering is often overdraw, which is how many polygons are drawn at each pixel. A “blank” polygon is still part of that, and because there is so much blank space those polygons are covering nearly your entire screen all of the time.