植被制作流程 Vegetation and SpeedTree

Cluster流程(Horizon 与 Farcry 的流程)



将项目中的树变更为Cluster流程

  • 好处是,制作周期和修改周期都大幅缩短(LOD),视觉效果更好,总体性能更好
  • 缺点是,面数更高

项目植被变更为Cluster流程后:
制作和修改周期缩短为Card流程的五分之一,
运行时性能开销下降约15%,
美术表现有较大提升。

参考资料

Jim Thacker, Discover Uncharted 4’s Environment Art Workflow ,2016
Nils Arenz, Preparing Realistic Grass in UE4,2018
Jobye Karmaker, Vegetation Creation for Video Games, 2016
Adrian Courrèges, GTA V - Graphics Study, 2015
Danny Weinbaum, Foliage Optimization in Unity, 2017
MoonChildInSky, 《幽灵行动:荒野》地形技术和工具, GDC 2017
Johan Andersson, Terrain Rendering in Frostbite Using Procedural Shader Splatting, SIGGRAPH 2007
Jaap van Muijden, GPU-based Procedural Placement in Horizon Zero Dawn, GDC 2017
, Horizon Zero Dawn: the making of PS4 Pro’s best 4K game Guerrilla Games on how it met the ultra HD challenge, 2017
Théophile Lebeau, Creating a Forest Biome with Photogrammetry, 2018
Stephen McAuley, Rendering of the world of Far Cry 4, GDC 2015

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