Hi,
I was wondering if there are any plans on doing
a meshes that can deal with different level of detail on the meshes
it produces.
-Distance to camera
-PScale
the general level of detail sort of attributes.
We have very big water scenes and we want to be able to use flip for hero effects but when we integrate them we have to mesh everything at the highest resolution all across the scene which is unnecessary.
thanks!
LOD Mesher
3406 1 1- diegogarzon
- Member
- 17 posts
- Joined: Dec. 2007
- Offline
- pclaes
- Member
- 257 posts
- Joined: Nov. 2007
- Offline
+1
(at rendertime would be nice too!)
as an inbetween solution: You could partition your heavy particle sims into smaller boxes (cluster), then turn them into volumes, then combine them into a final mesh with the volumesurface sop (which can give you the adaptive detail you are looking for) – but this would be quite expensive.
(at rendertime would be nice too!)
as an inbetween solution: You could partition your heavy particle sims into smaller boxes (cluster), then turn them into volumes, then combine them into a final mesh with the volumesurface sop (which can give you the adaptive detail you are looking for) – but this would be quite expensive.
Cg Supervisor | Effects Supervisor | Expert Technical Artist at Infinity Ward
https://www.linkedin.com/in/peter-claes-10a4854/ [www.linkedin.com]
https://www.linkedin.com/in/peter-claes-10a4854/ [www.linkedin.com]
-
- Quick Links