#LOD by subdividing a planes mesh
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can you please explain again what youre trying to achieve, im a little confused
i know youre trying to use an LOD
Yes, hehe ๐
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.
wait so all those "squares" are actually planes?
I think there's about 250 objects and I believe it's the main reason for my current performance issue
Yup!
Unity Terrain is a tool for creating heightmaps, texturing, and sculpting terrain, allowing for detailed landscapes
its a 3D object
here
Why would it preferable to a plane, does it come with performance optimization or something like that?
i think this will help you
its way better than using planes
since it takes a lot of time to load each plane
individually
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?
elaborate what do you mean with displacement?
Hm
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
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 ๐ ๐๐ป
thats how u learn
Indeed it is, thanks a lot mate. This will hopefully help out a whole bunch!
And ye, I was wrong, was 1200 planes lol
Haha, I think I was just stress testing though ๐
im shocked how your pc didnt shutdown
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 ๐
Same ๐
You may need to create the waves using a custom mesh with the wave animation baked in
or rather, a suggestion
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?
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.
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 ๐๐ป