Simon.Anderson Posted November 20, 2015 Posted November 20, 2015 Hi, We're currently trying to render 2 millions blocks in a scene (mostly clumped together side-by-side into a rock-like formation) using static cube meshes. We are trying to visualise an mine orebody ( blockmodel ). Basically - It's super slow (4 fps) and we're trying find native (unigine) ways of speeding things up. Does anyone know of any "quick wins" we can utilise in order to maximise performance? We're using the following techniques to help: * node.setImmovable() - allows unigine to use occlusion culling * world_threaded - to render each node in parallel * fadedistance - unfortunately all blocks need to be visible at large distances so this isn't helping a lot Unfortunately we cannot use mesh clusters as we need to select and outline individual blocks. Once selected a pop-up window will display properties about the selected block. If anyone has other ways of speeding up the rendering (using static meshes) I'm all ears! Cheers, Simon
binstream Posted November 20, 2015 Posted November 20, 2015 Simon, could you please tell us WHAT are you trying to achieve - may be we can propose some efficient ways of HOW it can be done. If I get you right, your aim is to to be able to select (and may be remove) individual fragments of a large rock, is that correct?
Simon.Anderson Posted November 20, 2015 Author Posted November 20, 2015 Hi, Simon, could you please tell us WHAT are you trying to achieve - may be we can propose some efficient ways of HOW it can be done. >> Sure thing - we are trying to display a large geological orebody (represented by 2million+ of blocks) at above 30fps for our geologists to analyse visually ( It looks a lot like a large minecraft cloud ). >> Each block is a separate node/mesh that has a value attached to it (eg. iron content of 30%). When the user clicks on a single block the object highlights/glows and they can see the value in a tooltip (eg. "iron=30"). If I get you right, your aim is to to be able to select (and may be remove) individual fragments of a large rock, is that correct? >> essentially, yes that is correct. Our current solution entails the following: 1. We load all blocks once and put them into a meshcluster 2. We then load the same blocks again (in the same scene) but without a cluster (so they are selectable). and set a fade distance so we only show the selectable blocks within a short distance of the camera. Not ideal, although it is faster than not using a meshcluster/fade distance. Thanks, Simon
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