Hi I’m a fairly new, inexperienced artist working on a solo indie project in VR targeting oculus quest 2/3. I want to scatter a bunch of branches, etc. on the ground of the forest I am making and was considering 3 different ways that I know about? Either modelling them and applying texture, having them as a single plane with transparency, or using decals? I’ve heard that decals don’t really work in VR? And that transparency in quest is very costly but I don’t know if using geometry will get the level of quality I want without getting to complex and as a result performance heavy? Does anyone here with more knowledge have any suggestions? Thanks,
The included picture is the branches that I want to use some how in the scene if that helps.
Hey there @biggdavid2811! Welcome to the community! As you’re aware decals and lots of smaller meshes would definitely eat some performance. The lightest way to do this would be to apply the scatter to the texture of the landscape. Though depending on the look you want, very low poly instanced meshes would be fine.
@SupportiveEntity when you say apply the scatter to the texture do you just mean add it straight onto the tiled texture image I am using for my ground. essentially overlaying it in a photo editor? if so I think that would defeat my purpose since I am hoping to use the branches to help break up repetition and I am looking for a more natural scatter over the larger area? if you mean something else then it is not a method that I am aware of? thanks