Tiled landscape LOD seams

Hey,

I’m using World Composition for a 20x20km map. I’m getting nasty seams for the LODs that I generated in the Level Details window. I think it’s LOD material-oriented, but I don’t know how to fix it. The LODs are terribly visible with these lines pointing out their outlines. Please help.

I’m generating two LODs at different lenghts and quality. The stronger the LOD, the more visible the seam is.

I played around with the specular value on the map, which lowered the seam a little bit, but far from enough. It breaks the feeling of realism and I hope this is not working as intended.

So far I’ve managed to hide the seams with exponential height fog, but I gotta have it at an unrealistic value in order for the fog to conceal the seams.

I post this bug here:

and bug is submitted Unreal Engine Bug Submission Form - Announcements - Unreal Engine Forums

Now is no issue number to track, but I will post info if any. I had contact with devs once last week, lets see it was last or not.

Okay, that’s great news. I’m concealing the bug, but I hope I wont have to recreate the LODs as it’s taking quite a while with a 20x20km map haha. Anyways, great news that I’m not some ignorant fool who can’t make LOD generation work. Keep me updated if you get some news on this! Cheers!

I read all available documentation but I’m still have a lot of questions about world composition.

Anyway, as I test, when lod is created, no matter reduction settings you set, it will be always very low poly. I test on empty landscape, just landscape mesh is created and is no difference I have 10% or 90% mesh reduction, it always is same percent, looks like a 10% max for me. I’m not sure, maybe it required Simplygon plugin, I’m waiting version for ue 4.19, now is for 4.18. I got info from Simplygon devs and they said, it need two weeks or less. Not bad I think. However, ue instruction is unclear, because they said, simplygon is already in engine…

Hey. Without Simplygon the Static Mesh Reduction Percentage wont have any effect. What you need to tweak to alter the landscape’s poly is the Landscape Export LOD: lower value is higher poly, higher value is lower poly. If you tick the box and select 1, it generates a LOD with a decent value of polys, and then you can have the highest LOD (low polys) at far distances.

Bump. Is this a bug or wrong use?

Bumping again, not finding any solution to this.

Sir, you are a genius.

Any news on this? Seams are clearly visible
After zooming between two tiles, I notice there’s a white line at the edge of each tile base color texture…

See here the solution:
https://answers.unrealengine.com/questions/1005370/tiled-landscape-lod-and-the-seams.html