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LOD based system for proxies

Posted: Sun Jan 31, 2016 3:22 pm
by Dariusz
Heya

I have 30x30km patch of landscape.
I have around 100 proxies ranging 1-5mil poly each.

Now populating that terrain that is only visible by camera needs around 1 000 000 000 proxies more or less. As the resolution is 15k+.

Populating it all with so many proxies will kill the system or it will take ages to load...

What I would like to ask for is to have a LOD based system

So

I have proxy named:

Tree_large_summer_01_HIGH
Tree_large_summer_01_MEDIUM
Tree_large_summer_01_LOW

I'd like to add all these proxies and based on the suffix I would like for Vray Scatter to take HIGH that are close to camera, MEDIUM that are mid range, LOW that are far away. The idea is that the tree would be replaced by the same model but lower poly. So all scale/rotation etc etc would match. This way in animation cases we would get the littlest change.

Is it possible to get that implemented?

We have Camera distance decay thini. So Distance Far, Distance Near. If we only could add a Gradient, R_G_B, with R being High, G being Medium, B being Low. Then we can fine tune the way they blend as well as maybe add a noise so the blending line is bit mixed more. This way we could LOD entire scene very quickly and allow us for a greater control easy of use. Even without gradient we could live. Just give us ranges maybe ? High xx - xx/ med xx-xx/low xx-xx + roughness so they can penetrate or the ranges could overlap maybe?

What do you guys think.

Is it possible to upgrade that camera LOD system a little bit ?

Regards

Dariusz

Re: LOD based system for proxies

Posted: Thu Feb 04, 2016 2:16 pm
by anvar
we will think about it
at the moment we don't have ideas how to implement this in efficient way
with the current algorithms such setup may take 100gb just for scattering data

Re: LOD based system for proxies

Posted: Thu Feb 18, 2016 12:39 pm
by Dariusz
Interesting thanks for info !