Godot: Simple LOD with Octahedral Impostors

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  • Опубліковано 15 жов 2024

КОМЕНТАРІ • 14

  • @phoxpsy7236
    @phoxpsy7236 4 роки тому +5

    you are doing really good so many people are Searching far and wide for Godot Tutorials Please keep them coming! I Subbed for more Godot Tutorial!

  • @BlenderLowpoly
    @BlenderLowpoly 4 роки тому +2

    I will use this in my game TNX!

  • @bitmammothOG
    @bitmammothOG 4 роки тому +1

    Is there somewhere with resources for learning how to do this? Its very nice work :)

    • @bitmammothOG
      @bitmammothOG 4 роки тому

      Oh wow I just noticed the other videos! Thank you so much for this information!

    • @wojtek_pe
      @wojtek_pe  4 роки тому +1

      ​@@bitmammothOG The previous video is slightly outdated right now. Currently, baker is available as a plugin for Godot. The instruction is in the README of the project :)

    • @viniguerrero
      @viniguerrero 4 роки тому

      @@wojtek_pe maybe a video on how to set up a baked impostor as an LOD like in the video would be great! Also, do you recommend this approach for mobile games? Thanks in advance

    • @wojtek_pe
      @wojtek_pe  4 роки тому

      @@viniguerrero From what I read the technique is used e.g. in Fortnite Battle Royale Mobile, so probably with minor optimizations it should work well in mobile games. As for LOD, so far these are only basic tests, I don't have anything that would be suitable for a tutorial. But you can use it as a standard mesh with any other LOD plugin for Godot.

  • @НеизвестныйЯ-г4ь
    @НеизвестныйЯ-г4ь 4 роки тому +1

    in General, as far as I understand, this method is suitable for all models, not just trees. However, I still have doubts, since this requires a lot of textures, each side has its own texture and there are a lot of such textures. This consumes a limited amount of video memory. Otherwise, it could be a LOD system that would generate such textures for each meshinstance, for example. It may be worth creating a godot proposal with this solution.

    • @wojtek_pe
      @wojtek_pe  4 роки тому +4

      Yes, this is not a cure for everything. Reducing the number of vertices costs the amount of VRAM memory consumed. A fully functional shader with ORM textures and 2K textures at this time consumes about 15mb VRAM (DXT5). The original model only needs about 2mb. Of course, the 4K version consumes a lot more resources (about 60mb). When using LOD, the 2K version should be enough. In addition, by using a lower resolution for deep + normal and ORM textures, this result can be further improved: About 8mb (DXT5) on all textures. We can use lighter version of the shader and we can achieve as low as about 6.5mb for all textures. Of course lower quality of impostors means, that we need to place then further away from camera.

    • @НеизвестныйЯ-г4ь
      @НеизвестныйЯ-г4ь 4 роки тому

      @@wojtek_pe I'm sorry to hear that. Although, of course, expected. But for trees, the method should work well. Especially if the trees can use the same texture and not waste video memory. But this method doesn't work for all models.

    • @wojtek_pe
      @wojtek_pe  4 роки тому +5

      I think I did not describe it clearly. This method will work for all static meshes. However, it costs a little more VRAM. Despite this, I think that it is almost always better compared to classic billboards. Given the amount of memory in current graphics cards, this should not be a big problem. Very often the original models themselves use 4k or even larger textures.

    • @НеизвестныйЯ-г4ь
      @НеизвестныйЯ-г4ь 4 роки тому

      @@wojtek_pe Yes, this better than billboards.

  • @doctorblaze8754
    @doctorblaze8754 Рік тому

    When the impostors are SUS

  • @brandonlunchbag
    @brandonlunchbag 2 роки тому

    COMMENT FOR THE ALGORITHM GODS