A quick test for autorigging plants. Geometry is skinned to dynamic bone chains. Dynamics include a bit of a turbulence field and a colliding object (invisible in this case). All realtime, didn't even care for caching this one :) Also, the plant is a pfx blend of.. many pfx blends :D Blending pfx is awesome. You can blend... pebble...rain....grass... palm trees.. all in a crazy mix. :D The coolest way to create an alien jungle. Of course, also rendered realtime with viewport 2.0 ;) And one more junky thing, I made some tests with high poly counts, up to 100 million poly, with all the viewport settings set to maximum. The huge poly counts scale reaaaaally well, and don't slow down the viewport by much. For example 1 million can be almost as fast.. or slow.. as 100 million. Depends on the scene, of course. You shouldn't have 1 million nodes in the scene, obviously, and using instances as much as possible keeps the scene light and fast. It's a tough balance thing... the ideal is to have as few objects as possible. For ex, in a 10 million poly scene, 10 1-million-poly objects would make the scene pretty large and consume a lot of memory, but should be pretty fast, while instancing 1000 10k-poly objects would keep the scene small and memory efficient... but much slower to interact with. It all depends on the scene though. If a lot of geometry is occluded, having a lot of low poly objects can be better than having a few very large ones. Also, obviously, you can only merge what makes sense to be merged... so a scene could get really large and complex if there are a lot of rigs, characters, props... stuff that can't be merged. Here's a junky stupid test :) of about 50 million polys, in the viewport, one shader with a bunch of maps... and nice dof :) Some motion blur would have helped here, but the blur in viewport 2.0 has some artifacts... not really visible if you keep the blur subtle... but otherwise pretty ugly :D |
About me
I'm a character animator, visual artist, game dev, and music composer. I like to doodle, write, experiment, and plan my next big thing. I love tech that inspires and enables art. I have a formal background in music composition. And I like to walk around the world and see things up close. Archives
September 2021
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