Quote:
Originally Posted by hellbomber
up close speedtree looks great thats not the issue, the issue is how many polygons its reduced to at a distance
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I agree. Up close, where you can afford to have detailed objects, the trees look awesome and this was never an issue. It's the LOD scaling when viewed from a distance that appears to be challenging to implement.
For distant trees, Speedtree seems to 'thin out' the foliage using clip maps which doesn't look as nice as the trees shown in older screenshots where the foliage is represented by dense green 'blobs' which look more realistic from a distance.
Not sure if there's a way to combine the two approaches or if they're mutually exclusive and we either have to live with nicer trees up close or more realistic ones farther away.