Clutter Effect Layer

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(Example Usage)
(Configuration)
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= Configuration =
 
= Configuration =
TBD.
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Before you start looking at creating assets for Clutter Effect Layers you should have a very good knowledge on how you go about modelling efficent meshes for each LOD level and what textures you should be using for each mesh LOD. You can find an excellent reference on how to model and texture assets under the [[http://online.ts2009.com/mediaWiki/index.php/Art_Recommendations#Modeling_Overview Modelling Overview]] on the Art Recommendations Trainz wiki page.
  
 
= Example Usage =
 
= Example Usage =

Revision as of 12:16, 10 November 2017

The Clutter Effect Layer is an Effect Layer type which is used to render small localised ground clutter (small foliage, stones, etc.) As with all effect layers, clutter is painted onto the terrain and automatically generates appropriate geometry for the area surrounding the camera.

Configuration

Before you start looking at creating assets for Clutter Effect Layers you should have a very good knowledge on how you go about modelling efficent meshes for each LOD level and what textures you should be using for each mesh LOD. You can find an excellent reference on how to model and texture assets under the [Modelling Overview] on the Art Recommendations Trainz wiki page.

Example Usage

Clutterexample1.jpg

Asset Creation

The clutter effect layer is a pre-release feature and details of the asset creation techniques may change prior to release.

TBD.

It is strongly recommended that assets created for use in a clutter effect layer are small, relatively low polygon (100-500 polygons at highest LOD), with very efficient LOD (typically down to 5-10 polygons at lowest LOD) and using the m.clutter material type. It is possible to create very attractive and high-density scenery with well-built clutter assets, however inefficient asset creation can very quickly lead to horrendous performance.

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