Yeah, I played around with the suggestion made, didn’t look as I wanted. (Suggestions appreciated though)
I don’t really want to use landscape. I just thought it might be best, performance etc. Landscape can do LOD on parts of itself… a static mesh would be… well… since you’d be on it the entire time, there would be no LOD changes. Then again, it is a LOPO landscape I want, so it might not be an issue at all.
Well, use what suits your workflow best then. Just keep in mind that a static mesh with all hard edges has a significantly higher vertex count.
The good thing about the material setup above is that it looks flat shaded but has the same vertex count as a smooth shaded mesh.
I’m not entirely sure about having a higher vertex count. Even when you go pretty aggressive on a landscape and getting the vertex count down on that it still looks fairly complex when looking at the wireframe. Far more faces than what I am going for in my landscape.
But, I would like to try you model though… I just can’t find the “Absolute World Position” node in the editor. The other 3 no problem.
Hard edges create more vertex count because of the split normals rather than averaged normals which is why sometimes you will see Tri count of some static meshes are usually 2-3x the amount of the ‘face count’. Which is why something like this as a SM will have quite a count over doing it the shader way.
There is still stuff I need to learn about 3D… I don’t have my head around normals and UVs yet… and I fear for what comes after that
I’ll take a look at landscape again, couldn’t get it to work with that shader thing it seemed. But I ran into trouble with placing foliage, so landscape seems more like the right choice. Things tend to snap to a landscape when placing stuff… it doesn’t snap to a static mesh
no, but a 5,000-triangle mesh with no smoothing will be more expensive to render than an all-smoothed 5,000 triangle mesh due to the way vertices are duplicated during a smoothing group / hard edge split. because in a regular smoothing pipeline every mesh is technically entirely averaged among all vertices in an element - smoothing ‘splits’ are created by actually splitting the meshes at every hard edge thereby disrupting the averaging process. the splitting of the meshes at those points effectively double the vertex count at each of those splitting locations as those edges can no longer share the same vertices with each other (because then their normals would be averaged), and by conceptual extension - if every triangle had its own smoothing group, every vertex would be duplicated, making a mesh with a no-smoothing style via SM be much more expensive on the GPU than a normally smoothed mesh. 2-3x the vertex count, in fact… Wow holy **** indeed