dongju.jeong Posted March 7, 2022 Posted March 7, 2022 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
silent Posted March 9, 2022 Posted March 9, 2022 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! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
dongju.jeong Posted March 10, 2022 Author Posted March 10, 2022 (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? Edited March 10, 2022 by dongju.jeong
silent Posted March 10, 2022 Posted March 10, 2022 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 --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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