Mip Levels are destroying my alpha mask

Hello! I’ve made a tree and placed it around a small scene using the foliage tool. Everything works fine, except for when I try to move even a short distance away from the trees. The mip levels are completely destroying the alpha mask for my tree branches.

Setting the Mip Gen Settings to NoMipmaps solves it, but then my FPS drops by 15-20. I’ve also tried toggling Dither Mip Map Alpha, but that completely “explodes” my tree branches as I move a short distance away from the trees. It just looks ridiculous.

I imagine I could solve this problem by removing the last couple of mip levels, so that the max mip level was 5 (where it looks okay), instead of 11 (where the texture is completely faded out), and not get that much of an FPS drop. Is this possible somehow? OR, another solution would be if I could adjust the Dither Mip Map Alpha setting, so that it doesn’t explode my branches as much as it does.

Any ideas? I’ve looked around for a good while, and not finding any answers :frowning:

Any help is greatly appreciated! Thank you!

Did you manage to solve this problem? I also encountered it and my branches disappear about 5 metres from my tree.

Unfortunately no, I just ended up using the NoMipmaps-setting. The weird thing is that I’ve started a new project, where I’ve created a lot of new trees, and I no longer experience the problem. I noticed that my alpha for the branches on my new trees are thicker. So I think you can avoid the issue just by ensuring that the alpha has some thickness to it. Not sure though. Now I also have my alpha in the alpha-channel of the diffuse-map, instead of having it in a seperate texture file which contained all my masks, which had compression settings set to “Masks”. Don’t think this should matter much though.