Question on graphical workaround for sharp beams with width < 0.1

I have been testing with beams a bit left and right and discovered that if one of the width is set below 0.1(0 is a valid number as a parameter for each) and the other anything above its value, the tip of the first will appear crooked. I suspect this is due to some floating-point precision errors on this part.

Here is an image of the beam with an imported image. The color halves corresponds to left and right accurately.

Screenshot 2023-12-16 at 17.00.50

Same object as above, with one width set to 0.1. Both halves are equal.

Screenshot 2023-12-16 at 17.01.12

In this instance is a width set to 0. Supposedly it would appear as equal halves. However, it seems crooked if the width starts reaching 0 from 0.1. The left-side is more prone to skewing to the right.

Screenshot 2023-12-16 at 17.01.54

I have yet to find a creative solution to get around this “crooked” tip. Any ideas?

3 Likes

That looks like mipmapping in action. You can see in the 0.1 image that the edge between the two colors gets blurry because it’s using a reduced-size image; well, I would guess that in the 0 width case, it’s using the 1x1 mip level that somehow turned out to be all magenta???
One of my places is almost entirely beams with sharp tips like this, but I never encountered this because mine were top to bottom gradients, not side to side like your image.

In this case, my advice is to use three attachments and two beams, one magenta and another white. If textured (i.e. not two solid colors), they would each need to use the same image split into two different textures.

That’s 0.5 transparency by default. The image size is only 420x420 for your information. The most important detail is how it skews at the pointy part. I was thinking about making a wavey texture creating swirls, but the tip doesn’t look right. We’re not concerned about the blurry pattern at this moment.

I’m imagining making zigzag patterns on it too. The zigzag patterns look very off when it trails off to 0, creating that skew at the tip as in the third image. It looks very awkward when making visuals with sharp tips.