World position offset distortion issues
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 :)
asked Oct 06 '17 at 09:15 PM in Rendering
Probably you've got to use geosphere like in 3d max
answered Oct 06 '17 at 11:15 PM
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