Ok, what about LODs and billboards in "most commonly used method"..? In comparing, Most commonly used method can help me to reach less synthetic look. And with progressive LODs keep overdraw on predictable level. Brutforce approach never works - confirmed)
честно сказать я в ахуе
finally some good news
While Autodesk University might seem like too much of a manufacturing kind of thing for most game developers, a lot of game companies actually take part in this initiative. Just a couple of hours ago we’ve received a little email from Epic Games, giving a little glimpse of using Python and Blueprints in Unreal Engine for the purpose of data preparation. The piece is published by Ken Pimentel, the senior product manager at Epic.
Where we need to go
To get to a truly frictionless workflow, we also have to address issues of automating and preparing data for real-time use. We can’t always expect data pushed through Datasmith to be “render perfect” or “optimized,” so we have to provide some means of addressing these kinds of issues in a non-destructive manner (meaning you can easily make changes to the upstream data without repeating work you’ve already done).
The future revealed
This week at Autodesk University, for the first time we’re showing an early preview of using Python and Blueprints in Unreal Engine for the purpose of data preparation.
The demo provides a quick window into the possibilities when users have the option of working in Python and/or Epic’s Blueprint Visual Scripting to take advantage of new, sophisticated data preparation tools that process and optimize scene data. Data prep functions we’re exploring range from “find all parts smaller than 1 cubic centimeter and decimate them” to “find these objects and automatically repair them (fixing bad topology, gaps and overlaps).”
You can find the full post over here.