I mean something like speed tree etc. With "cards" rotating to camera vector? Do they have to be separate objects , gazilion of them really ? Can it work in sub-object level with groups of such rotating "cards" be one object ?
So how it it in fact works? Elements are separate objects using its own object pivots or each element is a vertex /poly group or something using certain transformation technique by the shader ? With elements pivots is a separate point cloud or something? I guess it might be possible to rotate a triangle (for grass)…
If you have cards / billboards there aren't that many of them.. so not every leaf .. would look strange anyway.. But yes, basically every billboard is it's own (sub-)object. Different technical implementations might do some things bit differently but basically that's it.
So every billboard is its own object with its own pivot, right? Isn't it still too many of them that way for an engine to sort . Lots of draw calls ets? I recall we did kind of 2d sprites rendered on screen and sorted/scaled based on depth at some ancient times . Looked weird although.
Thanks Eric . Did they publish any details about that batching ? i assume the sorting of gazillion objects with alpha blend could still be a a bottleneck. I am trying to figure out what way would be less FPS hungry: individual billboards vs static geo "cards" in X or Y shape combined in bigger groups + lods. A grass for…
From the technique I've seen, it works like this: Using the CPU, you... * Create a mesh and populate it with quads (separate pieces formed by 2 triangles). * Each quad is mapped to the entire UV space. * Each quad has their own pivot (an abstract point, since the quads are not separate objects, only separate geometry),…
Animation mixing is the harder part of this. If you want to fully blend between 2 animations, and not by parts, its still fairly straight forward. Hold 2 texture samplers for the data texture, put the original one in the first slot, and the new animation to the second one. Then interpolate the value. This will give you…
Thanks poopipe. I understand it as a principle but still have no idea how could it be implemented in our engine. Talked with our tech guys and they also haven't. It looks like the texture is using not regular UV to figure out what pixel a vertex should read from but some kind of special predefined order . But how would…
Thanks a lot Obscura, the last video is amazing . One thing I still don't get although. A texture can store each vertex position in 3d space like what's in new U5 demo stones I assume . But how could it store timeline . it's animated texture? a new one for each new frame? A new keys set? A super long atlas with each next…