dongju.jeong Posted March 24, 2020 Share Posted March 24, 2020 Can I get additional explanation for clutter or Grass 's Step, Subdivision options with some example? Link to comment
morbid Posted March 25, 2020 Share Posted March 25, 2020 Do you have any specific issues with these parameters? Step is a size of a square cell used for grass generation. Subdivision is used to subdivide this cell into a smaller ones. In 90% of cases you need subdivision parameter to synchronize impostor objects with geometry. This is done automatically with Impostor Creator tool: https://developer.unigine.com/en/docs/2.10/content/optimization/geometry/impostors/?rlang=cpp In general, for better performance you need: Smaller step for dense objects with smaller visibility range Bigger step for sparse objects with higher visibility range value Thanks. 1 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
dongju.jeong Posted March 26, 2020 Author Share Posted March 26, 2020 thank you. Is this the same concept for mesh clutter? Link to comment
morbid Posted March 26, 2020 Share Posted March 26, 2020 MeshClutter has only step parameter. Usually, it works better with smaller step and smaller visibility distance. Depends on the scene size and number of objects. I suggest experimenting. 1 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
dongju.jeong Posted March 27, 2020 Author Share Posted March 27, 2020 I understand. Thank you. Link to comment
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