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Showing results for tags 'lod'.
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Hello everyone, I'm working on projects like.... creation of virtual sets using Unigine Editor. But I'm looking for optimization methods to bring more FPS... Already studies "superposition benchmark" to get know how to optimize.... i got know that in S.positon's used LOD, OCCLUDER... but doesn't work in my project. Moreover, (In "superposition benchmark")It's having lot of probs and high resolution textures but getting excellent FPS but HOW?HOW?HOW?HOW?. I'm wondering to know that... Find attached snapshot of my small project..... with THIS TOPICS.... Please tell me... Guide me...... suggest me.... advice me......... Regards, Mayur patel
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Hi! I am trying to import a FBX file, I want to create LODs using Combine by Postfixes as is described in documentation. Here is a screenshot showing the settings to import FBX file. Here is the mesh as result of the importation. Has you can see, no LOD setting is set as specified. You can also see surface names are properly defined. So no LOD is generated... Is this an error from my side in the way I use the tool? Or there is any other problem? Thanks. lod_test.fbx
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Hello, I'm actually trying to solve the tiling pattern visibility of water that appears from an altitude above 200m. While water_global_base.basemat tiling is rather invisible, it's not the case with water_global_beaufort_3.mat and up, and it's just plain ugly from beaufort 5 and up (I mean, as seen from an altitude; from the ground level, all beaufort are very nice). I tried playing with the water surface LOD settings, but it looks like it's not affected (except for Min vis != -inf, which leads to a completely disappearing water). Thanks for your help.
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Hello, I would like to make some suggestions about the configuration of LOD settings. Currently, you specify the distance to a surface or node. Min visibility [dist] Min Fade[dist] Max visibility [dist] Max Fade[dist] While this is relevant, most of the time we need to change LOD because of some mesh details size *on screen*, not actually because of its distance to the observer. So I would suggest to add the possibility to set a detail size for a surface. If this detail size would occupy more than one pixel on screen, then the LOD would be activated. ( ) Distance based Min visibility [dist] Min Fade[dist] Max visibility [dist] Max Fade[dist] (o) Size based Min detail size [size] Min Fade[size] Max detail size [size] Max Fade[size] This setting would have the added benefit of being resolution independent for the end user and easier to understand ("size" is really the size of the appearing details). Also, this would behave correctly when switching from an eye field of view (60°) to a long range camera with a very narrow fov (4°). The same behavior could be used for terrain mesh and layers of course. Thanks for your support.
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Hello I found in docs https://developer.unigine.com/en/docs/2.5/content/tutorials/lods/?words=lod#highlight that lods can be applied to object surfaces, only. In scene after importing model from FBX I have a lot of nodes with subnodes. Is it possible to have lods for nodes holding several meshes?
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Hi everyone, I have been looking to optimize my water reflections, I have seen this thread and done the suggested steps. https://developer.unigine.com/forum/topic/1136-solved-how-to-improve-the-performance-of-multiple-objectwatermesh-in-one-scene/?hl=%2Bwater+%2Breflections#entry5779 I now want to add another LOD to my trees which is VERY low poly and only visible in the water's reflection, Not the viewport, to stop using high poly trees in reflections at all. I know I will need to use the reflection mapping to do this but I'm having problems. I can get it to not reflect, but I cannot get it to only reflect. When I set the parameters to not see the object in the viewport and still see the reflections I get nothing in the water, nothing reflects. As soon as I set the reflection map different to the viewport map in the camera tools, I lose all of them. Then in continuing to follow the guidelines, never get them back. I have been following these guidelines: https://developer.unigine.com/en/docs/1.0/principles/objects/#reflections Any help would be greatly appreciated. Nathan
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- reflection
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What we need is more terrain LOD control - distance when terrain switches to Coarse maps, per-surface flatness values, etc. With low flatness values I often see lot of un-optimized geometry triangles, but raising this value leads to changes in distant mountains shape. Also it would be great to control specularity of each material. I know you are working on terrain refactoring, so it would be good time to add more power to it with such simple manipulators. p.s. just compare ObjectWater and ObjectTerrain settings - we do need as much control in latter.