Lod Test

When I saw the mesh joiner script I had to try it out in a big way. I have made a simple three level lod with one kind of oak tree in some grassy hills. The idea is to join several trees together and render that mesh whithout rendering the seperate meshes. I haven’t done that yet but it runs 150 seperate trees pretty fast even on my computer.

www.yoggy.bluegillweb.com/Tree/Unity%20Player.html

I am hoping to get thousands of trees going when I can join the meshes.

The trees look good.

However, there’s something strange happening (LOD?) - they kind of flicker (like from lit to full-ambient), and I could not deduct when the alpha dissolves are happening. They seem to be pretty much random, but at some distance.

What are you doing in there? Fading out the trees? Replacing them will billboards?

The best lod is if it is distance based, with no fade based on time.

The main advantage is that, the lod will only change as you move. When you stand still changes are much more visible to the eye, so you want to avoid that.
When you are moving, everything is changing anyway so lod changes are a lot less visible.

So you want to have some distance min and max value between which you cross fade based on where between min and max you are. You can use Mathf.InverseLerp for that purpose.

Thats a beta player, you might want to build in 1.5 so more people can look at it.

Bill

Is that dissolving/flickering at load happening because the Vegetation Two Pass Shader is rebuffering as the Meshes are combined? It’s a cool looking effect, but probably not what you’re going for.

[Edit] Just read your alpha fading post.

The trees look good, is there anyway you could put out another build where we can move around in the scene?

It says “Failed to Update Unity Player” after it loads.

Hi Yoggi,
Please make a build using the 1.5 not beta, to see it on Mac.

regrads

Oops! sorry about the beta web player issue. I am not sure what flickering you are talking about. It could be my haphazard shader I use, or when the trees are fading in and out the lighting changes slightly between the two meshes and sometimes you can see through parts of the tree while it is changing.

“is there anyway you could put out another build where we can move around in the scene?”

I can move around the scene just fine in the web player. WASD and mouse are the controls. I have had issues with input in web players before…

It looks like I can’t install a stable release and I forgot to keep a stable version for something like this. Darn.

I got 900 trees working with mesh combines!

Sorry I can’t post a web player.

that rocks! nice job…

Great work Yoggi. Thats going to work great together with the grass billboard generator script i’ve been working on in my spare time.

Viva la Unitree

lol! oh this just keeps getting better! nice joe!

Hey Joachim, you mean the time most folk in Denmark are sleeping, right? I swear, you’re amazing! Nice stuff!

Pipe ready on hand, opps wrong grass. :slight_smile:

Wind, wave, this is cool.
Is this going to be on ver. 1.6 or 2.0?

19935--644--$grass_753.jpg

I am salivating.

I may have dripped on my shirt…

I got to see this at WWDC. Best thing is that the grass waves real time. It looks delicious.

-Jon

wow, amazing work :slight_smile:
Boxy

Its Just a C# script that generates huge amounts of billboards around the player live, with some control textures controlling how much grass and what kind of grass should be planted. I’ll make the script available with 1.5.1.

Looks amazing you two. Great to see some UniTree stuff happening!!! Man I wish I could contribute. Have a great weekend guys. Jeff