powerspeed_de Posted July 15, 2011 Share Posted July 15, 2011 task is the creation of a flying island, the islands will have hundreds or thousands, is a way to create the island with the help of Terrain - more optimal than using 3d models. forming the contours of islands with the card is not optimally hole-edge pixel-mask geometry have to close - if not more rational to just do the whole surface of a model? would be an ideal option to create a Terrain any form of 3D models optimally use the set time or Terrain, this algorithm is optimal for a small number of objects? Link to comment
Gryphon_de Posted July 18, 2011 Share Posted July 18, 2011 Hi all! We would like to ask Unigine developers about situations were ObjectTerrain is more optimal then mesh. We want to create a number of middle- and large-sized islands. We tried ObjectTerrain and drew coast with holes map, but in that case edge is too sharp (with "pixel ladder"). Refusing holes map at all and hiding part of island underwater is not an option: some of the islands should bу flying (we thought to do a second ObjectTerrain for bottom part of them). So possible decision is creating a mesh for smooth coast. But will be such union of ObjectTerrain and mesh more optimal then just large mesh for entire island? Altogether, which typical usecases ObjectTerrain (with its sharp holes map) was designed for? Link to comment
manguste Posted July 20, 2011 Share Posted July 20, 2011 ObjectTerrain is designed for efficient streaming of huge terrains. That is the thing it is optimized for. You need to create a number of flying islands which per se means non-flat meshes. Conversely, the terrain is flat as a pancake. Adding two terrains at the same time is a sure performance killer and still won't create a properly looking islands. Simply use separate meshes for your objective. Actually, they will be culled much more efficient then than the terrain. As for holes, they cut out terrain parts according to its vertices, which is the reason of jagged edge. Holes are used to free the space for meshes, that's all. For example, if you need an overhanging cliff, or a cave, or some highly detailed relief feature. First you cut out a hole in the terrain, add a mesh and assign it a mesh_terrain_base material. 1 Link to comment
Gryphon_de Posted July 22, 2011 Share Posted July 22, 2011 ObjectTerrain is designed for efficient streaming of huge terrains. That is the thing it is optimized for. You need to create a number of flying islands which per se means non-flat meshes. Conversely, the terrain is flat as a pancake. Adding two terrains at the same time is a sure performance killer and still won't create a properly looking islands. Simply use separate meshes for your objective. Actually, they will be culled much more efficient then than the terrain. As for holes, they cut out terrain parts according to its vertices, which is the reason of jagged edge. Holes are used to free the space for meshes, that's all. For example, if you need an overhanging cliff, or a cave, or some highly detailed relief feature. First you cut out a hole in the terrain, add a mesh and assign it a mesh_terrain_base material. Thank you for your advice!) Link to comment
Recommended Posts