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Will it be possible to solve it in version 2.15?


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Posted

1. When trees planted at exact locations and intervals are grouped into clusters, can the impostor of this cluster be made? 
Or does the cluster collect impostors when each tree has its own impostor?

 

 

2. ObjectWaterMesh's Material Bug.

 

3. WorldSplineGraph's ploblem

 

4. clamp mode problem with WorldSplineGraph

005582: Entity packet's clamp mode. - Unigine Developer

 

5. hat/hot performance issue with WorldSplineGraph

005591: HAT/HOT performance problem with WorldSplineGraph - Unigine Developer

 

6. render issue of WorldSplineGraph

 

Posted

dongju.jeong

Most of the splines issues are still there since this object is still in experimental stage. In 2.15 however it would be possible to export splines into meshes to gain some performance (export limited to the floating point precision splines only).

Imposters can be only generated for clutter out of the box, but with node-based material graph you can now create your own imposter material (based on mesh_base). It's not easy task, but it can be done I think.

WaterMesh bug should be fixed in 2.15 already.

Thanks!

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Posted (edited)

Assuming that I have planted several tree objects in direct drag and drop(one by one with impostor) for regular and artificial tree placement, is there no way to optimize them yet?

image.png.3abad1d792634a12fb31a5a62702088c.png

Edited by dongju.jeong
Posted

In 2.15 you can use cluster brush for trees painting. But with no imposters I'm afraid.

You can create additional LODs for very far distances and use separate LOD for shadow to save some performance.

How to submit a good bug report
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FTP server for test scenes and user uploads:

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