Hey all,
While trying to make my foot in the door of the gaming industry I've received an env art test that is due next week. I want to get the ball rolling on this but one thing is holding in the back of my mind. I see many environments where any tubes or anything going into floors/ceilings have the ceiling mesh aroud it cut into it. Since I always try to optimize things to their fullest, I'm used to just having the pipe go into the ceiling and the ceiling being a plane. Hopefully this clicks with what I'm talking about (it might be poorely worded), and if not I'll make a quick comparison.
Basically I'm just curious on why people have things cut in as opposed to running through it. I have read about it being optimal for casting shadows, but when you have a cylinder cut into a plane, it'll have a bunch of triangles going into the corners and I'm not sure how this helps.
Thanks in advance guys!
Replies
Your method of simply "clipping" one object into another is much more efficient in terms of your triangle count, however it may produce some unwanted visual artifacts occasionally.
I also usually just clip my geometry into eachother. inaccuracies in shadow calculations usually dont look THAT bad, not bad enough to warrent spending an additional 5-10-20 or more polys per intersection.
That is, unless they specifically stated certain constraints, but it sounds like they didn't, so you should be ok.
They sent me an example model with the test and it did it int the cut into and not clip through method so I'm doing that on the major detals but things that aren't as obvious I'm going to just avoid it.