Generate tight fitting impostor geometries around the opaque areas based on the input opacity map.
Read more >In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.
Read more >In this blog we'll have a look at the flipbook impostor and how to use it in Unreal Engine. We are going to cover what the up and down sides of it are as well as some tips and tricks how to change parameters and materials on generated LODs in Unreal Engine.
Read more >The billboard cloud aims to replace the objects in a scene with a view independent set of billboards. The Billboard mode: Outer shell makes the planes fit to the outer shell of objects, as opposed to Billboard mode: Foliage.
Read more >The billboard cloud aims to replace the objects in a scene with a view independent set of billboards. For vegetation assets the "Billboard mode" should be set to "Foliage" . This mode allows the billboards to represent the foliage volume with intersecting planes. The leaves should map to the billboards in a manner that keeps the perception of volume and silhouette close to the original tree.
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