Timeline for Blender Geometry Nodes: Make Instances Real infinite loading
Current License: CC BY-SA 4.0
11 events
when toggle format | what | by | license | comment | |
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Nov 21, 2023 at 19:32 | vote | accept | DerBeton | ||
Nov 19, 2023 at 22:32 | answer | added | DerBeton | timeline score: 1 | |
Nov 19, 2023 at 16:17 | comment | added | DerBeton | Just added it via Blend-Exchange. | |
Nov 19, 2023 at 16:17 | history | edited | DerBeton | CC BY-SA 4.0 |
added 114 characters in body
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Nov 19, 2023 at 16:02 | review | Close votes | |||
Nov 19, 2023 at 18:35 | |||||
Nov 19, 2023 at 15:45 | comment | added | Chris | then u should provide your blend file so that we can check it out. | |
Nov 19, 2023 at 14:17 | comment | added | DerBeton | Thanks for your response. Actually the trees are already low-poly with about 240 verticies per tree. I just tried to use simple cubes instead of trees to populate the landscape and the problem still exists. I think there is another problem since 7'200 cubes shouldn't "blow up" the system. | |
Nov 19, 2023 at 13:03 | comment | added | Chris | That's totally "normal" because the realize instance node makes real geometry from just "copies" before. So depending on your tree size of course your blend file will "blow" up. There is no "easy" way to change this. One idea is camera culling (just realize tree where the camera can see them), other idea is having different detailed trees depending on camera distance: low poly far away, high poly just near cam. Some mid-poly trees in between. | |
Nov 19, 2023 at 9:56 | history | edited | DerBeton | CC BY-SA 4.0 |
added 27 characters in body
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S Nov 19, 2023 at 9:50 | review | First questions | |||
Nov 19, 2023 at 12:35 | |||||
S Nov 19, 2023 at 9:50 | history | asked | DerBeton | CC BY-SA 4.0 |