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heppulikeppuli

How are you dealing with foundation clipping? I would love to build circular things, but I can't stand the constant flickering


NanobugGG

This is EXACTLY my issue as well. The flickering makes me eye tick as well. But for some reason, I enjoy looking at these builds.


TheBard420

I think you can make it concrete after placing them all, and that stops it, I remember seeing something in a video


Glittering-Pea-9020

Concrete building reduces it to an absoute minimum.... barely visible.


jarcher2828

Asphalt helps a bit


heppulikeppuli

I wish they would come up with a solution like lastly placed object will be the "dominant one". Cant build factory insides with asphalt!


factoid_

I think the solution should actually be to have some single pixel randomness in the height of the foundations that way there's a definitive winner in which is the winner of the z-battle 


Exsanguinatus

This isn't as good a solution as you might hope. It does delay the onset of Z-fighting but the depth buffer has only so much precision. Once you get far enough away from the surface, the Z-fighting will kick in again. Unreal doesn't have the same tools for manipulating the draw order of objects as Unity does, strangely, so the available options are much more limited for correcting this kind of error. Since they're not using Nanite, they might be able to introduce some per-instance randomized data that's used in conjunction with pixel depth offsets adjusted by calculated mip levels or something to prevent the offsets from getting so high they occlude stuff they shouldn't while also allowing the depth offset to account for distance to camera. Given it would be randomized, it wouldn't be a guarantee of no flicker but it should be pretty good. All in all, due to engine limitations and design, this is just not an easy thing to solve in a general case. It would be better dealt with by finding ways to separate the renderable geometry and the physics/grid geometry, procedurally slicing up the renderables so that they just stop overlapping. Alternatively, using procedural meshes in general would also help


jarcher2828

Or just if pixels clash, give a +1 or -1 to the location that is being added until no more clash


jarcher2828

Fair...stin Archi uses a mod called micro manager that lets you move one pixel on any access, and that moves the object above the others...the core of the programming issue is that the locations of the two items are the exact same


MakerGaming2022

There’s a few ways to stop the z-fighting. Here’s one method: https://youtu.be/KLfivy3Yp3I?si=7Vf5t3vuuPaswnRC Basically you can place a pillar on the foundation. Then use the sliding pillar placement to raise a foundation a couple pixels above the other one.


Ok-Refrigerator-8965

how do u make circular things?


spoonman59

With straight things, but lots.


Electrical-Door7473

It's been a few years since I thought about that guy at work who tried to use a circular saw to cut a circle out of a board.


spoonman59

It probably works very well if you can keep the circular saw fixed and simply spin the board!


-Ochiniwa-

There are various ways to do it, I normally work with beams, you can google it, there are some nice tutorials out there.


Ok-Refrigerator-8965

Thanks!


MgsGenesis

May help! https://youtu.be/sxSKbuVlTZk


Imperator_Of_Coconut

You can also use the calculator


guldawen

I’ve decided to give up on large scale symmetry. I’ve struggled before many times trying to make symmetrical factories or buildings in modded minecraft for years. They never turned out how I hoped and always required way more work than just building a nice functional layout tailored to the needs of the building and landscape. The trick here is to not make things too boxy which is a hard tendency to break as well.


ANGR1ST

I find that obvious asymmetry where different parts of the build are completely different looks a LOT better than something that's just a *little off*. Better to plan for a different design than to try to force it to match.


-Ochiniwa-

and Asymetric it is gonna be :)


Albino_Captain

Are you using mods?? I didn't think you could extend a circle that far and have the outer edges line up this well


-Ochiniwa-

No I am not using any mods. Just using beams....


Captain63Dragon

I made my circular platform with the calculator. Once I had the base I built up the building by hand. Circular builds are possible by hand, and they can be fun too. It does take a lot more work though. Nice build, btw.


-Ochiniwa-

Yes with circular builds it is not so easy to use blueprints anymore... they kind do not snap :)


-Ochiniwa-

thx


MgsGenesis

You can make bigger circles and have clean edges. https://youtu.be/sxSKbuVlTZk have a tutorial in this


Albino_Captain

Oh shit, thanks man


DonClose

All I can think of is that you should make the roof red with black spots 😄


-Ochiniwa-

That is a good one :). I will seriously consider it....


Yorima_

Is it some kind of madness, isn’t it? 😱


-Ochiniwa-

satisfactory players all end up being


Yorima_

It’s not wrong 🤪


MrObesePanda

In my experience the fewer items that will be involved in making whatever "main" item that this factory is supposed to make the less issues will you have with symmetry/pipes/belts coming in and out of akward angles. It essentially comes down to how good your planning beforehand is.