----- Original Message -----
Sent: Wednesday, February 04, 2004 3:36
PM
Subject: Re: [Nel] Vegetation
There is no "magic setup" to get good veget
aspect with not so big performance penalty. But there may be
hints.
General Tuning
************************
- In Object Viewer, use for each vegetable the more appropriated
Distance of creation. As you can guess, the farther, the slower. Choose
according to the veget size for instance.
- In Object Viewer, play with the Density TrackBars. The trick is
to have negative AbsValue, so you'll get kind of "block of micro-veget", and
hence you will have sometimes nothing, and sometimes lot of vegetable. For
example if you setup AbsValue= -10, and RandValue=20,
the random-generated density will range from -10 to +10 (well, min/max
would be more user friendly here....). Since negative density is clamped to 0,
the half of time you will get Nothing, and the other half you will get density
from 1 to 10 (Nb: density value means "number of instance per squared
meter").
- You can get more control with the MaxDensity track bar. If you
want for example 50% of time blocks of 10 vegetables per squared meter, setup
for instance Density.AbsValue=-1000, Density.RandValue= 2000, and MaxDensity=
10. Understand? The "size of block" can hence be controlled with the
"Frequency" trackbar.
Polygon-Rate tuning:
************************
- According to the setup of the vegetable in Max,
you may get performance hit doubled:
- Avoid "Alpha Blend Off -
Lighted Dynamic". Slow Vertex Shader for not so interesting feature (dynamic
lighting, more accurate bending).
- Alpha Blend On is approx
Twice the cost of "Alpha Blend Off". But it has cool feature like smooth
appearance and "Fade with distance". This implies that sometimes you can lower
the "Distance of creation"
- Other features
are approx "free".
- In Object viewer, "Num vegetable tri" info you
get in the Vegetable dialog may help you controlling your setup.
Fill-Rate tuning:
************************
- It is obvious, but in Max, avoid using
"Vegetable Double Sided" in the Node Properties dialog if you don't need
it.
- Nothing more special, but "test it yourself"
and "don't make to big vegetable". Play with the general tuning may
help.
----- Original Message -----
Sent: Wednesday, February 04, 2004 3:31
PM
Subject: [Nel] Vegetation
Ok,
i know im not the most knowledgable in the
world about NeL but i have some questions about Veget &
Vegetset
after playing with it for quite a while and
creating anything from a simple stick with 4 faces to spikey tentacles with
around 80 faces, i have noticed a couple of
things the performance hit for either of those above is the
same.
although at face value thats good its a huge
performace hit, the only way to have no visable performance hit is
to
limit to 1 veget per tile which looks really
bad when you want for example a few tiles of seething tentacles or
wind
swept grasses.
firstly id request a small tutorial from the 3d
team on the creating of Vegets simply because we dont know
enough
and i am probably doing somthing crutially
wrong in the creation process.
secondly a list of the prefered settings in
object viewer's vegetable editor would be very useful although its
pretty
easy to understand what they all do, some "this
is what we use for this effect" sort of guides would be handy
and
easy to write i would hope for someone who is
very versed in using them.
how should size / faces impact on performance
whats optimal for a veget to have.
ryzom seems to have many vegetsets and i would
assume doesnt suffer a -20 fps performance hit so some kind
of detailed information on requirements and
recomendations for veget creation and utilisation would be most
appreciated.
Thanks in advance
Andi 'Debug' Allen
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