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I've taken a small break from my busy schedule of playing Diablo III. Here's a
start. Figuring out how to make the ground more hilly.
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Not so lonely anymore.
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On 4-7-2012 2:31, jhu wrote:
> Not so lonely anymore.
>
The start of a forest? ;-)
Somehow, the grass in this second image gives the impression of being an
image map, which it is not? there is a disturbing straight boundary.
Your own tree model?
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 4-7-2012 2:31, jhu wrote:
> > Not so lonely anymore.
> >
>
> The start of a forest? ;-)
>
> Somehow, the grass in this second image gives the impression of being an
> image map, which it is not? there is a disturbing straight boundary.
>
> Your own tree model?
>
> Thomas
A forest, eh? Might be a good idea.
Also it's all grass. 6 GB worth of mesh grass.
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On 4-7-2012 18:18, jhu wrote:
> Also it's all grass. 6 GB worth of mesh grass.
>
I thought so too. I think that a bit of vertical random scaling of each
grass patch would improve the scene.
Thomas
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"jhu" <nomail@nomail> wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
> > On 4-7-2012 2:31, jhu wrote:
> > > Not so lonely anymore.
> > >
> >
> > The start of a forest? ;-)
> >
> > Somehow, the grass in this second image gives the impression of being an
> > image map, which it is not? there is a disturbing straight boundary.
> >
> > Your own tree model?
> >
> > Thomas
>
> A forest, eh? Might be a good idea.
>
> Also it's all grass. 6 GB worth of mesh grass.
That's quite insane. I mean, sure there's a lot of grass blades there, but
aren't they all instances of the same simple geometry? Why all that data?
BTW, that looks like a Blender exported scene. Easy to create a grass blade
from a single plane, there's the builtin sapling add-on that creates tree likes
that (weeping lilly is one of the predefined models) and all you'd need is
create a big plane for the floor and in the physics tab apply a particle system
with the blade object as particle.
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Am 05.07.2012 20:20, schrieb nemesis:
>> Also it's all grass. 6 GB worth of mesh grass.
>
> That's quite insane. I mean, sure there's a lot of grass blades there, but
> aren't they all instances of the same simple geometry? Why all that data?
Multiple instances of the same mesh only share vertices, UV coordinates,
normals and faces (plus possibly per-triangle or per-vertex textures);
other stuff can be different per instance, and thus require some
per-instance memory overhead, most notably the transformation
information, which requires a whopping quarter kB (4x4 64-bit floats for
the matrix, plus the same for its precomputed inverse). Now multiply
that by two dozen million of grass blades and you're there.
Now you may think that a dozen million grass blades is a lot; but at an
estimated density of one grass blade per cm^2, that's a lousy 60m x 40m
worth of grass.
For more efficient memory use, I'd recommend defining not single grass
blades, but an assorted collection of grass patches, maybe 100 blades
per patch. With an estimated 100 triangles and vertices per blade, and
10 different patches (which you can rotate and flip to give added
variation), the pure mesh data would still remain reasonably "small" (a
guesstimated 15 MB), while cutting down the per-instance overhead by a
factor of 100 (to 60 MB in this case).
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"nemesis" <nam### [at] gmail com> wrote:
>
> That's quite insane. I mean, sure there's a lot of grass blades there, but
> aren't they all instances of the same simple geometry? Why all that data?
>
> BTW, that looks like a Blender exported scene. Easy to create a grass blade
> from a single plane, there's the builtin sapling add-on that creates tree likes
> that (weeping lilly is one of the predefined models) and all you'd need is
> create a big plane for the floor and in the physics tab apply a particle system
> with the blade object as particle.
It's a lot of grass. I'm using Gilles Tran's grass macro. Tree is from arbaro.
Arbaro is great! Clouds made with some of Gilles Tran's df3 files.
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