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Re: [Nel] Vegetation


From: Andi 'Debug' Allen
Subject: Re: [Nel] Vegetation
Date: Wed, 4 Feb 2004 16:32:30 -0000

Lionel,
 
thank you for you fast response youv'e actually answered a lot of the questions i had
 
 
 
----- 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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