Clutter Effect Layer: Difference between revisions

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Created page with "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, clutte..."
 
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= Example Usage =
= Example Usage =
TBD.
 
[[File:clutterexample1.jpg|x500px]]


= Asset Creation =
= Asset Creation =

Revision as of 02:10, 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

TBD.

Example Usage

Error creating thumbnail: /bin/bash: line 1: /usr/bin/convert: No such file or directory Error code: 127

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.