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Best practice for lots of nodes that share material


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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.

 

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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!

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