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Export more Chunks and performance issues #43
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Due to the way the mod works, the export area is capped at your render distance at the time of recording. One thing I've found to be helpful for large export areas is to export the outer regions with Mineways and align it to the smaller replay export in Blender. This won't help much with blend file performance, but it allows you to export a bigger area. My guess, however, is that you're running into what I call the "horizon line issue". This is an issue that plagues all of computer graphics where, if your camera can see out to the horizon, your scene becomes exponentially bigger as you try to fill the area, without much improvement. My general solution to the horizon line issue is to take a photo (or in your case, a screenshot with shaders) and place it on a plane in the background as a matte painting. It adds almost no performance cost, and it makes the scene feel much larger than it actually is. When it comes to performance, I'm aware of improvements that could be made in various systems. What type of performance are you talking about in particular? If you're talking Blend file size, one thing you can do is to run a "merge by distance" operator on the world mesh, which will clean up about half the redundant vertices. This may happen automatically in a future update. |
I refer to memory problems, and I found that his memory occupied by dozens of G; |
Greedymesh isn't super easy to implement given how the whole thing works, but I can think of a way to possibly do it. |
Many thanks! |
I made a very large terrain map,the height is about 1600 grids, the length and width are almost 2k, or even more
When I exported it, I found that even if I adjusted it to the maximum range, the distant mountains could not be covered.
Then the number of faces is slightly higher, reaching millions or even tens of millions
Can you optimize it with the GreedyMesh algorithm?
And can a chunk then exist on its own as a mesh?
If it's such a big piece, it will be very painful for me to deal with it later.
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