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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

It helps reduce the amount of detail by simplifying polygons and textures as they get further away from the camera. Generally, the closer to camera, the more level of detail (surface details, textures, shadows, etc. will be required. Before using their automated LODs, set up and define your LOD groups in the settings menu first.

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D2 log 057 – Tiles, pt.2

Catnip Games

In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. I got rid of that and switched to a polygon based approach which plugs into Box2D. Material polygons are created as invisible objects in Blender and exported into the game.

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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Features of the new Godot 4.0

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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures.

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Godot's new renderer, progress report #3

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. It must be pre-baked for dynamic scenario geometry, but it offers support for full dynamic lights and dynamic objects. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Layered/Stencil rendering. Implement Decals.

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Optimize Vegetation Generation

Mnenad

I just toggled the “Baked Pivots” option in the shader to ON. The polygon reduction object from Cinema4D does not reduce the polygon count effectively. Subdividing the mesh in Cinema4D’s sculpting mode and baking a displacement map works great. That’s it. When

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Release candidate: Godot 3.5 RC 7

Mircosoft Game Dev

Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. for GLES2).

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