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Culling particles blender trees
Culling particles blender trees






culling particles blender trees

Everything beyond the southern edge of that forest is outside the playable area, but still needs to be rendered and needs to give the impression of a huge, impassible forested area. To the north of the map is a large forest, and the player may enter the southern edge of that forest. Let's discuss a scenario which happened in my game to clarify. less than 100 polygons) this generally performs OK with shadows and good quality lighting on the foliage, so long as you set a reasonable culling distance so that the graphics hardware doesn't try to draw all 10,000 instances at once.įor relatively large amounts of foliage (e.g. under 10,000) assets, which are simple (e.g. rotation, location, etc.įor relatively small (e.g. Each of these foliage assets can be drawn many thousands of times onto the map, each with instance-specific parameters, e.g. This tool allows placement if instanced static meshes (static meshes meaning non-skeletal models, in more generic terms). I will also discuss why this is a good idea (along with some of the potential downsides, too) and the performance implications.īy default, Unreal Engine 4 supports foliage via its foliage editing tool. That is, foliage which is a simple quad repeated many times, all of which always face the camera. This article will guide you through how to create billboarded folage in Unreal Engine 4.








Culling particles blender trees