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Grass and trees on a sphere

It's me again, I want to use on sphere trees optimiaztion technlogies like in the Terrain class. I ve got some planets. So, I need to place grass and trees on them, but it's possible to paint them only on Terrain, that is always flat. I tried a lot of doing various things, but my methods are not so well optimized, and it does not look so good as on Terrain. How to recreate Terrain painting for spherical surface?

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asked Jun 07, 2012 at 04:35 PM

Mahamed9628 gravatar image

Mahamed9628
-9 26 22 25

Why this question voted down? What's wrong? Maybe it's too difficult to answer, so I've never got here good answers to my questions, only emptyness or "minus". People angry of their incompetence, looks funny. Vote down your knowledge first, and then my questions.

Jun 08, 2012 at 08:09 AM Mahamed9628

If you're hoping for less minuses on your questions, that comment wasn't the way to do it.

Dec 07, 2012 at 10:46 PM Screenhog
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2 answers: sort voted first

Unfortunately, there is no way to instantiate trees so that they will automatically LOD like the ones in the terrain generator, however what you might be able to do is modify the "LOD Quality" of the tree so that it will lower when the camera gets further away.

Other than that, you may be able to find scripts that other have made, as this is a very frequent community request!

Hope this helps!

-AJ

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answered Jun 08, 2012 at 10:07 AM

Common_Horse gravatar image

Common_Horse
119 7 5 8

The problem is not in LOD. Trees can be even not rendered, they can even be just empty objects. FPS gets down to 2, if I place a lot of them. But if I do it on terrain using painting trees tool, I can place much more trees, and FPS stays high. I just want such tree optimization as in Terrain class.

Jun 08, 2012 at 10:56 AM Mahamed9628

The trees from the generator are instanced, which means they are in the memory only one time. If you place hundreds of individual objects (if they are actually "individual", in terms of geometry, is not the point, the point is if the engine considers them as individual) each one of them is allocated seperatly in the memory, which will eat up performance like there is no tomorrow. If you did instance your trees I would take a look @ the polycount and the size of your assigned textures as well as the used shaders. Other then that there is the LOD left to consider, as pointed out here. Especially the billboard function will help you to place huge masses of trees.

Aug 31, 2012 at 08:17 AM A.I.
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Perhaps you can create a few tree prefabs in a modelling program and then program them to instantiate in random places on the sphere mesh?

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answered Dec 07, 2012 at 10:13 PM

cwperkins83 gravatar image

cwperkins83
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asked: Jun 07, 2012 at 04:35 PM

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Last Updated: Dec 07, 2012 at 10:46 PM