Look at this workstation! What a complete slob.Diluted Dante wrote:" 'compiling'."
g.man wrote:tldr
LazyGunn wrote:Why do you ask?
I'd always recommend starting with the simplest method, assess the weaknesses (but always keeping an eye on "will the regular punter actually see/care about this?") and if there's a fix or improvement for that particular method, only at that point start to complicate the matter - and only if there's no easy fix go for an alternate method.LazyGunn wrote:Cheers for that! Regarding LOD production, i've been considering several ways to do it, the typical Unity method is just to blend between their treemaker trees to an internally generated billboard at a distance you can set. I find this pretty irritating and i've been looking at a lot of talk regarding alternatives, i'm about to try a shader selection I already own which has a few ideas on the solution, but while I try that out i'm thinking about how relevant dynamically generated impostors and volume objects - not true volume textures, just the original model sliced several times in 3 dimensions and interpolated to give an approximate look, are, and at what stage they should be employed
Just the distance from top-front-left of the bounds to bottom-rear-right - Unity is sure to have a bounding box for props.LazyGunn wrote:You'd actually have to tell me what a bounding box diagonal is aha, but would it be faster to calculate a bounding box than a view-orientated disc/ellipse? Maybe Unity already has a bounds property for objects.
LazyGunn wrote:Regarding lod pop-in, thats much the reason I want several stages of LOD, not just 2 or 3, with the most distant lod being faded perhaps (As this is usual Unity functionality I think). Theres a tree creator for Unity called Forester that procedurally generates trees and I wonder if I can use any screen coverage amount to drive the complexity of the trees via API
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