Negative fleck perspective
When a sculpt is rendered, the further away it is the lower the resolution it is rendered at to ave on processing (this is called "level of detail" or LOD). It appears fleck perspective does something like multiples the distance before rendering--such that sculpts that are at a medium distance will be rendered as though they are at a farther distance. So they look more "fluffy" with larger flecks on the surface.
This is used to keep things like flecky leaves flecky and the tree foliage doesn't suddenly turn into a smooth blob when you get too far away.
In some cases though, the opposite would be useful. For example, a sculpt with detailed carving that has sharp details may be required to look crisp. But as the player moves away, it is rendered at a lower detail level, becoming "fluffy" and blobby at farther distances.
Currently there are some workarounds to get it to still look okay farther away. But these aren't explicit in the engine or taught in the software, and are difficult to make sense of in an intuitive way. It would be better to have an explicit, clear way of doing this.
If we could set a negative "fleck distance," it would be rendered as though it were closer to the camera. A little wasteful, perhaps, on rendering performance. But this may just be for 1 object. And it may be very subtle--simply finessing the look so that for a certain cinematic view as they round a corner, for example, it looks great. Or the object may be inside, and not seen from too far away anyway, so they just want the object to look great if it's seen at all.
And besides, if the creator wants to trade something of a performance hit for a crisper-looking sculpt, that's their decision. This change to the setting would allow them the opportunity to make that decision.
Please sign in to leave a comment.