#LOD by subdividing a planes mesh

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kindred plaza
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Done ๐Ÿ™‚

chrome turret
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can you please explain again what youre trying to achieve, im a little confused

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i know youre trying to use an LOD

kindred plaza
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Yes, hehe ๐Ÿ˜›

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This is my current LOD system, where I have a whole lotta plane objects, based on the distance to the player they will apply a different mesh. I made this before I was aware of LODgroups, no idea how they work now either though.

chrome turret
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wait so all those "squares" are actually planes?

kindred plaza
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I think there's about 250 objects and I believe it's the main reason for my current performance issue

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Yup!

chrome turret
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you could have just used a terrain

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component

kindred plaza
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Hmmmmm

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Explain please ๐Ÿ˜…๐Ÿ‘Œ๐Ÿป

chrome turret
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Unity Terrain is a tool for creating heightmaps, texturing, and sculpting terrain, allowing for detailed landscapes

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its a 3D object

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here

kindred plaza
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Why would it preferable to a plane, does it come with performance optimization or something like that?

chrome turret
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i think this will help you

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its way better than using planes

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since it takes a lot of time to load each plane

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individually

kindred plaza
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Coz it's technically not the terrain, it's having displacement shaders for waves and I'm thinking that the terrain comp might not work with displacement?

chrome turret
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elaborate what do you mean with displacement?

kindred plaza
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Hm

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This is the terrain comp then? I thought it was a part of the plugin that the creator had made themselves. But alright, I think that what I read kind of makes it clear to me as it has a LOD system built into it

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It's frustrating when you spend countless days on something only to realize you started out in the wrong direction. Like going to the southpole by going north ๐Ÿ˜…๐Ÿ‘Œ๐Ÿป

chrome turret
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thats how u learn

kindred plaza
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Indeed it is, thanks a lot mate. This will hopefully help out a whole bunch!

chrome turret
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no worries

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good luck to you

kindred plaza
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And ye, I was wrong, was 1200 planes lol

chrome turret
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๐Ÿ˜จ ๐Ÿ˜จ ๐Ÿ˜จ ๐Ÿ˜จ ๐Ÿ˜จ ๐Ÿ˜จ

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jesus christ bro

kindred plaza
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Haha, I think I was just stress testing though ๐Ÿ˜‚

chrome turret
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im shocked how your pc didnt shutdown

kindred plaza
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I always knew I had to fix it. Probably I'll have have the sea move with the player while the shader is constant or something. Might work ๐Ÿ™‚

kindred plaza
chrome turret
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You may need to create the waves using a custom mesh with the wave animation baked in

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or rather, a suggestion

kindred plaza
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Hm, clever. So you mean I'd have a mesh that is stationary and invisible with the shader active and then I impose that shader on the moving ocean terrain plane?

chrome turret
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Yes, that's one way to achieve the effect of waves on a moving ocean terrain plane. You can create a static mesh with the displacement shader that simulates the waves, and then place it below the ocean terrain plane. The ocean terrain plane would then use a shader that combines the static mesh's displacement with its own textures to give the appearance of waves. The static mesh can be hidden from view or rendered only in the editor to reduce performance overhead.

kindred plaza
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That's really good to know as I have thought this to be the best way to handle it. But I guess I want to try and figure this whole LOD thing out as well. And I couldn't really get it to work in the shader. And now it's been a year since I was working the project. So, will see how long it'll take to incorporate the new system. Certainly shorter than my other solution though ๐Ÿ‘Œ๐Ÿป