Tree Sorting question
by Erik Madison · in Artist Corner · 01/24/2004 (3:47 pm) · 6 replies
I have trees with numerous alpha textures, that individually look great. Heirachy sorting worked very well. However, when I add many in a copse, some of the rear trees will show in front of the closest.
I'm wondering if this is what LOS collision is used for? I don't currently use that, as I don't know what it is :)
I'm wondering if this is what LOS collision is used for? I don't currently use that, as I don't know what it is :)
About the author
#2
Okay, I haven't yet done my LODs, and that would make sense. I'll try it tonight, and see if that solves it.
Yeah, the hierachy sorting I just got from the faq. I've been using SORT:, but this works a whole lot better in this case. Thanks for posting that. I would have heaped praise upon it, but thats not real appropriate for permanent faq postings.
01/24/2004 (5:55 pm)
A copse is a small grove of trees. No misspelling :)Okay, I haven't yet done my LODs, and that would make sense. I'll try it tonight, and see if that solves it.
Yeah, the hierachy sorting I just got from the faq. I've been using SORT:, but this works a whole lot better in this case. Thanks for posting that. I would have heaped praise upon it, but thats not real appropriate for permanent faq postings.
#3
I would make sure to have several LODS real close. 128,96,64... and have one at the end thats blank like a 16.
Never heard Copse before. I'm a simple redneck. we call it the woods. LOL
Matt
01/24/2004 (6:02 pm)
I just had to write somthing Foster's going nuts.I would make sure to have several LODS real close. 128,96,64... and have one at the end thats blank like a 16.
Never heard Copse before. I'm a simple redneck. we call it the woods. LOL
Matt
#4
Many, many tests, and nothing is working right. First off, I tried to use multires, but its constantly crashing. (max5.1sp1) I did try all the various suggestions in the forums. Thats all right though, trees being mainly billboards are probably best done by hand. So, I just made various copies, naming them progressively smaller and matching them with detail markers. 256 never seems to work, so I go with 192, 128, 64, 32, 16, 2. Using show, things work okay with 'slider sets detail', but with 'distance sets detail' I only change from 192 to 16, and then at a distance of 250+. So, I'm only getting 2 levels. I tested a few combinations of this to verify... After awhile I notice the size begins around 190, and only slowly changes down. So, I try again with details of 190, 170, 150 etc. These seems to match what I'd like from the size/distance (again via the slider in show), but I still only see 2. Highest res all the way until distance of 250 or so +.
Another wierdness, if I try using a blank detail at the end, I will not see anything no matter how close. I can remove 3-4 of the meshes, leaving only 1 at the lowest detail which works, but if I try to have no meshes at all, nothing will show, even extremely close.
My entire LOD goal is simple. I want a quality mesh at very close, a fair mesh at most distances, a snapshot single plane photo at far distance, and nothing at extreme distances.
Bah, is it to early to start drinking?
01/25/2004 (8:06 am)
Okay, LOD sucks!Many, many tests, and nothing is working right. First off, I tried to use multires, but its constantly crashing. (max5.1sp1) I did try all the various suggestions in the forums. Thats all right though, trees being mainly billboards are probably best done by hand. So, I just made various copies, naming them progressively smaller and matching them with detail markers. 256 never seems to work, so I go with 192, 128, 64, 32, 16, 2. Using show, things work okay with 'slider sets detail', but with 'distance sets detail' I only change from 192 to 16, and then at a distance of 250+. So, I'm only getting 2 levels. I tested a few combinations of this to verify... After awhile I notice the size begins around 190, and only slowly changes down. So, I try again with details of 190, 170, 150 etc. These seems to match what I'd like from the size/distance (again via the slider in show), but I still only see 2. Highest res all the way until distance of 250 or so +.
Another wierdness, if I try using a blank detail at the end, I will not see anything no matter how close. I can remove 3-4 of the meshes, leaving only 1 at the lowest detail which works, but if I try to have no meshes at all, nothing will show, even extremely close.
My entire LOD goal is simple. I want a quality mesh at very close, a fair mesh at most distances, a snapshot single plane photo at far distance, and nothing at extreme distances.
Bah, is it to early to start drinking?
#5
If you have meshes for all your detail levels sounds like you need to UnmessDts. If your trying to auto generate meshes I would hang it up. I can get to work somtimes but usually only after alot of frustration.
If you need an example send me one of your High res trees and I'll put it together for ya. I don't have anything handy to send ya.
Matt
01/25/2004 (2:12 pm)
Ya the T2 auto detail stuff does not work. We're working on it but its gonna be some more time.If you have meshes for all your detail levels sounds like you need to UnmessDts. If your trying to auto generate meshes I would hang it up. I can get to work somtimes but usually only after alot of frustration.
If you need an example send me one of your High res trees and I'll put it together for ya. I don't have anything handy to send ya.
Matt
#6
Thats for the programmers. I have tried to get the shape replicator to do the work of clumping the trees up but I have never been able to make that work. And I am not sure if the problem wouldn't still exist.
Matt
01/26/2004 (3:56 pm)
Turns out the problem with the sort is not the model. When collisiong with a poly that has a transperant texture on it the z buffer goes all outa wack. Showing all kinds of stuff in the background outa alignment.Thats for the programmers. I have tried to get the shape replicator to do the work of clumping the trees up but I have never been able to make that work. And I am not sure if the problem wouldn't still exist.
Matt
Torque Owner Matthew Jones
LOS is for projectiles. It allows you to use a sepaerate collision for projectiles as opposed to the standard collision for players or whatever to collide with.
Are you using LOD. might have some issues if all your trees are the same level of detail say "tree02".
Did you get the heirachy sort off the FAQ?
Let me know about the LOD.
Matt