Overdraw (transparent pixels rendered on top of other transparent pixels) can be really taxing on performance and I was wondering if there are any good solution for automatically reducing overdraw? Like the mesh planes get automatically tweaked so that its roughly only around the visible pixels.
The best case would be some plugin for Blender that does it but I couldn't find much on the topic in general. I however know that UE4 has some automatic overdraw mesh plane adjustment for particles. In my case I need it for hair cards for a character for a Unity game. I'm already at the stage where I have all the haird cards drawn through Gravity Sketch so I don't have just a few hair card mesh instances that I could tweak manually.
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simplygon has some tools for clipping faces out if they're not visible but you're asking for something that trims your hair cards to more closely fit the alpha right? If so it's not an especially difficult tool to write - I made a simple script for max years ago that gridded a mesh up into roughly pixel sized quads, chopped off the transparent bits and then decimated the result. With a bit of refinement something like that would probably work fairly well.
tbh though, it feels like you've done this in the wrong order. I'd be looking at ways to generate splines from the existing cards and deforming new meshes to them - anything that involves processing a poly soup like this is just a pain in the arse