About: Area Optimizations   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

This method is of use in big, open outside locations with a wide range of camera view. Elements of terrain with Texture Paint and building are useful here. Prepared object with low detail level should match in colour with the original object, so it is the best to prepare the texture using screen capture. Lightmaps are also generated with the same light sources as the basic parts of the location. Simplified geometry has to be in the same position as the original one (the picture below presents the visual schema).

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rdfs:label
  • Area Optimizations
rdfs:comment
  • This method is of use in big, open outside locations with a wide range of camera view. Elements of terrain with Texture Paint and building are useful here. Prepared object with low detail level should match in colour with the original object, so it is the best to prepare the texture using screen capture. Lightmaps are also generated with the same light sources as the basic parts of the location. Simplified geometry has to be in the same position as the original one (the picture below presents the visual schema).
dcterms:subject
abstract
  • This method is of use in big, open outside locations with a wide range of camera view. Elements of terrain with Texture Paint and building are useful here. Prepared object with low detail level should match in colour with the original object, so it is the best to prepare the texture using screen capture. Lightmaps are also generated with the same light sources as the basic parts of the location. Simplified geometry has to be in the same position as the original one (the picture below presents the visual schema). Elements of the LoD system have to be linked together in a proper linking hierarchy. For each object in the LoD system, there has to be a special dummy type support object with a precisely specific name: LoD_Dummy00 (00, 01, 02… etc.). Basic elements of the location (can be grouped) and prepared object with low detail level are linked to this object. Each of these has to have AuraLoD modifier assigned, where it is defined on what LoD level a given object is placed. You should also apply the reflections only on the basis of simplified geometry. In order to do so, you should turn off the reflection in the basic object, and turn it on in the simplified object with “Ignore LoD reflections” option checked (thanks to this, only simplified geometry will be visible in reflections – regardless of the distance).
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