Michel Anders writes:
Hi,
In my ongoing quest to document the trade-offs in rendering I documented the costs and benefits in the several steps it takes to create a realistic tree that can be used in the middle distance. I aim to answer questions like how many particles does it take or how detailed should these particles be? Do you need texture maps at all and how important is translucency or transparency in leaves?I hope artists can get some insights from this systematic approach. The full (and quite long) article can be found here.
Enjoy!
-- Michel.
1 Comment
I wish Blender had an 'LOD' system for objects. Like, imagine being able to make 4 or 5 LODs of the same object, and then group them together as just one super object that automatically switches LOD based on distance (or even ray depth for Cycles). You could have trees with individual leaves, that then become low poly trees, that turn into billboards at a distance, all seamlessly, based on camera distance.
It wasn't that critical for Cycles, but with Eevee on the way, I think it's starting to become maybe something worth looking into for Blender. There may be a way of achieving that result with Blender's existing tools (drivers, etc), but I think having a formal feature for achieving that would be really nice.