#Problem with optimization
1 messages · Page 1 of 1 (latest)
Are you using the terrain grass tool? It should have a culling distance from what I recall
Maybe when I move the camera away from the grass, it just disappears.
Well, your render distance with this grass is pretty extreme. Just looking at the cliff in the back there it's rendering it all
so if I lower it i cant see the grass
Well, ideally you don't remove it all and keep it sparse at a distance. But usually foliage is the first to be removed when dealing with distance culling. Once you get trees going with LODs it'll become less noticeable that this grass is being removed at these distances.
can I add a lod group to the grass?
I mean, how much more can you minimize a quad?
Usually you can try to minimize drawcalls by combining grass chunks into their own groups (single mesh), but usually instancing kinda helps resolve this issue which the terrain does already. Still, it probably can help if you do want very dense spots of grass
ok mb do you know a method that allows you to somehow influence the rendering of grass when it is far away, for example, if it is far away, then the swaying of the grass was removed, I think it's all because of the swaying of the grass
Not entirely sure about the control you get with the foliage options on the terrain, but ideally if you do want to control the vertex shader (the wind in this case) at different distances then you do want these LOD groups, but there are limitations on some of these features. I'm thinking you'd probably do want to paint the grass as trees with these groups, but I would probably ask in #⛰️┃terrain-3d if you don't find any answers here.
There could be more options in the API if not shown on the editor, but I do recall the grass features being rather limited