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World position offset distortion issues

Hi folks,

I'm trying to squash a sphere to simulate a very large planet and I can't squash it using the transform tools as I need it to rotate so I'm squashing it using world position offset in it's material.

The problem is that it deforms really badly when I make it an elipsoid. It dosen't matter how big or small the original mesh is, it still distorts like this regardless. I've tried tesselating it up and it makes the deformations worse. I've tried changing the smoothing groups of the mesh and it makes no dfference.

am I doing something wrong or is this a limitation of floating point numbers?

Of course if anyone can suggest a better idea of how to do this, then I'm happy to hear them :)



Product Version: UE 4.15
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asked Oct 06 '17 at 09:15 PM in Rendering

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avatar image Bushey Oct 06 '17 at 09:18 PM

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spherekinda.jpg (275.6 kB)
avatar image Bushey Oct 06 '17 at 09:18 PM

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Hi, Paul

Probably you've got to use geosphere like in 3d max

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answered Oct 06 '17 at 11:15 PM

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avatar image Bushey Oct 07 '17 at 07:23 PM

Hi ZCoon,

Thanks for the answer, I tried making a geosphere in Max, and it did improve it a bit but I've still got issues with it. How did you get yours to work? Did you try copying my blueprint to try to reproduce the issue?

avatar image ZCoon Oct 07 '17 at 10:16 PM

Hi Paul

I followed your blueprint alt text

It's geosphere with radius 5000 cm and squash amount -2500, alt text

it's looks like if squash amount is greater then half radius, it will make unwanted distortion, next squash amount -4500 and it's looks badly alt text

Can you describe in details what result you want to reach?

avatar image Bushey Oct 09 '17 at 10:02 AM

Hullo, what I'm after is this kind of slight curved effect. alt text

earthloworbit.jpg (46.8 kB)
avatar image Bushey Oct 09 '17 at 10:02 AM

So it's spherical, but looks squashed because of the size of the sphere.

avatar image Kashaar Oct 12 '17 at 09:25 PM

No, that's still spherical, the viewpoint is just very close to the sphere's surface.

avatar image Bushey Oct 12 '17 at 10:00 PM

True, it's still spherical, :) but the idea of squashing it is to get round the issue that UE4 cant handle a real sized Earth mesh. It's a smoke and mirrors approach, but I'm open to other ideas of creating something of this scale.

avatar image Kashaar Oct 13 '17 at 01:45 PM

Depends on the viewpoint of your scene - if the camera is that close, just use a sphere section. Also, UE can easily handle pretty damn complex meshes ;-)

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