Jump to content

[SOLVED] Vegetation Optimisation - Help


photo

Recommended Posts

We currently have a scene which contains over 700 trees, in 10 varieties. Each tree has two levels of detail, the highest level consists of 2,500 tri's, while the lowest level has around 1k tri's.

 

We have been placing the trees manually to ensure that they appear in the correct locations. Regarding CPU/GPU performance, is this the most efficient way to place vegetation, or would it be more suitable to use a mask within 'MeshClutter' to achieve a more stable frame-rate. Is there anything else that could be implemented to achieve a more stable frame-rate?

 

Thanks

 

Link to comment

You should use ObjectGrass billboarding for far-distance tree representation as used e.g. in Unigine valley demo. Problem here of course is that the tree placement can only be done via mask textures, but not on an individual basis. Such a features has been requested in another post, but has not been addressed so far.

 

With only mesh based tree representation also for larger distances the draw call count might limit achievable performance.

Link to comment

You could do it with a dynamic object.

The good this would be that the drawcalls are dramatically reduced and you can find some solution for placing the objects.

On the other hand, 700 Trees are not very many, so you could export bunches of trees as objects.

Depends on what you wanna do with them.

Link to comment

Perfect!

I've used 'ObjectGrass' for trees which are off in the distance, and 'DynamicMesh' as a referenced node for the trees that are in focus. As a result of this I have noticed a considerable drop in draw calls and frame rate.

Thanks!

Link to comment
×
×
  • Create New...