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best strategy for mesh clutters covering large areas


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Hi, I'm digging best strategies for large world cluttering (using landscapeTerrain). Does it make sense having very large meshClutters for covering all the world (masked by lmap masks) with large step and very low densities or is it better to divide clutters in smaller grids of individual ones. Very large clutters seem to saturate RAM and to take often more time for meshes to be displayed when moving fast, also masks can increase lacunarity of final items to spread, so it might be better to divide them. thx for some advices

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Hi Romain,

MeshClutters (as well as MeshClusters) are limited to the float precision, so there is no big sense to create a objects larger than 10km x 10km in size.

For far distance you can use separate objects with less density and load high density only starting from a specific range.

I guess that's the main two things that you should look at.

The third important thing is rendering profile / microprofile tool - it will at least help you to understand what's going on and which part should be optimized (CPU / GPU).

Thanks!

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