-
Notifications
You must be signed in to change notification settings - Fork 97
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Ignored parameter "mesh_instance/visibility_range_begin" on asset #201
Comments
Try to set the visibility properties on the |
First of, thanks for the fast reply !
I tweaked some of my models to use script on import (and without the script it's the same result, so it's not the script) and I know that the importer script returns a scene, maybe using the result of the imported scene instead of the model itself could be a quick way to fix this? If it can help, a sample of a script used on the importer: @tool # Needed so it runs in editor.
extends EditorScenePostImport
func _post_import(scene): # called by the importer
do_something(scene)
return scene # the function expects to return the modified scene |
@HungryProton my bad! I guess the problem was with the cached obects (?). I guess the bug is more about cache than logic, i'd suggest to test and close if the problem is not confirmed, might be a specific case unrelated to the addon |
It's a bit complex: By default, scatter uses instancing to speed up the rendering.
Instancing uses a
So when using instancing with a mesh with surface material overrides, Scatter has to create a new mesh and set the materials to the mesh surface instead (I can't reuse the original mesh here or it might mess up the materials for another scene using the same mesh). Recreating that mesh makes it lose its custom LOD, and that's something I need to investigate. |
I'd say it works "as intended"
Using |
The problem:
As said on the title, ScatterShape ignores the parameters
[mesh_instance].visibility_range_begin
,[mesh_instance].visibility_range_end
and margins set on the model , which makes the assets with low poly versions into one merged mesh.Note that I did search for this setting on the menu, it's either not present or hidden under some menu
A visual representation
In this example, there's 2 models, a LOD set on a
.gltf
file and distances set via the integrated godot importer, and a second model without low levels meshes.When the LOD object is set to ScatterShape, all meshes are displayed
Solutions
I dond't know if the code implies a remesh of the model or a small bug but if it's not a bug, a simple "Ignore remesh" boolean button could be added to the ScatterShape menu, set false by default, to either use the addon method or the godot method
The text was updated successfully, but these errors were encountered: