steve.brodie Posted August 28, 2013 Share Posted August 28, 2013 Just a few suggestions for the DecalDeferredMesh that would make life easier. - button to automatically batch reload all .mesh files - ability to stop inheriting parrallax map from object it is projecting on to. - a soft edge alpha falloff option and edge fade distance. - antialiasing - we have used it for road linemarking but it looks like it does not antialias when compared to our normal road line system. Other than that its working well and has already saved us a lot of time. Thanks Link to comment
frustum Posted September 7, 2013 Share Posted September 7, 2013 Can't understand the parallax max inheriting option. What king of edge falloff do you need? Is it a distance to the mesh border? Link to comment
steve.brodie Posted September 9, 2013 Author Share Posted September 9, 2013 Hi Aliasing was the biggest problem. Alpha Edge - Yes for falloff, an alpha edge falloff with a distance from mesh border. Parallax - when we made footpaths on top of grass, the POM map from the grass came through to the footpath. We tried a substitute option, which did remove POM, but disabled any normal map on the footpath. Thanks Link to comment
frustum Posted September 15, 2013 Share Posted September 15, 2013 We will add this points into the roadmap. Link to comment
and Posted September 19, 2013 Share Posted September 19, 2013 Hi! I'm trying to use DecalDeferredMesh. When I add a little simple mesh, everything works correctly. But when I try to add more complex mesh, nothing is render. Are there any requirements or restrictions for the mesh, which is used in the DecalDeferredMesh? In an attachment, a sample of my roads. example.zip Link to comment
sebastianbah Posted September 20, 2013 Share Posted September 20, 2013 Hello, Your mesh should have less than 10000 polygons. Link to comment
demostenes Posted September 20, 2013 Share Posted September 20, 2013 Hello, Your mesh should have less than 10000 polygons. Can we receive some basic recommendations for various decals type? Especially all performance related hints/tips would be really useful: https://developer.unigine.com/forum/topic/2186-terrain-path-approach/ It would be great to have more information of this type: DecalDeferred* nodes calculate decal position based on depth value from the deferred buffer. So there is no real geometry rendered at all, therefore from performance standpoint DecalDeferred* nodes are the best choice (though they don't support instancing and each decal costs at least a DIP). Link to comment
sebastianbah Posted September 20, 2013 Share Posted September 20, 2013 Thanks! We've added this suggestion to our task list for documentation. Link to comment
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