matthew.clifton Posted November 3, 2018 Share Posted November 3, 2018 Hi all, I'm after what you would consider to be 'best practice' for rendering lots of nodereferences that share the same material. My use case is thus: I'm spawning lots of nodes at runtime, 40k probably. These are all the same node with a simple material; no shadows being cast or received, no texture maps, just an emissive colour. Upon spawning these, each will have a unique location in the world, unique scale, and one of 7 different emissive amounts and colour (that is the only thing that will be different... i.e. there could be 5k with a red emissive colour and set intensity, 5k with a yellow emissive colour and a set intensity etc etc). After these have been spawned, is there a way of merging/combining these into the 7 different types etc? They will be static and never moving after placing. Best Regards, Matt. Link to comment
silent Posted November 3, 2018 Share Posted November 3, 2018 Hi Matthew, The best choice for the fully identical meshes with identical materials is to use Mesh Clusters. The only limitation for the Mesh Cluster object - it should be less than 15x15km in size, due to internal data structure - all the objects positions are stored in float precision. You can check more in our tutotrial: https://www.youtube.com/watch?v=Iqsr3fEvnis&t=378s and documentation here: https://developer.unigine.com/en/docs/2.7.2/objects/objects/mesh_cluster/ Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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