Reply To: Collab2021-WIP- spikeyxxx

Forum Archive Collab2021-WIP- spikeyxxx Reply To: Collab2021-WIP- spikeyxxx

#67951
Jonathan Lampel
Participant

    Oh wait, so on your machine particles are slower than geometry nodes?  Is this taking children into account? With children, I can push particle counts absurdly high and viewport navigation doesn’t slow at all (not that we would want to go this high, just as an example). Editing is slow at this level, but for that you can set a lower viewport child count and render at a higher one. Viewport performance with geometry nodes slows to a crawl long before this even when not editing. 

    I agree that I was a bit too overenthusiastic at first though with how dense it could be. We should definitely do strategically placed clumps on top of textured detail as most games do. The most prominent clumps can be manually placed mesh instances, with the rest scattered around. randomly. I do still believe, however, that we can use shorter particle grass in addition to that (also strategically placed, in the foreground only) to achieve a result that is way more fluffy and detailed than we could hope for without it. 

    More importantly though, we’re getting really close to the finish line and I don’t see any modeled clumps of grass beyond what was used to test. That should be #1 on the priority list for this week I think. 

    Keep up the great work!