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New Course WIP


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#21 garynorman

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Posted 27 June 2016 - 05:24 PM

I don't know as of yet, but I'll do some investigations.
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#22 garynorman

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Posted 29 June 2016 - 03:33 PM

I can confirm that it makes a significant difference to the tris count and therefore the framerate!



#23 nightowl

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Posted 29 June 2016 - 05:54 PM

Thanks, Gary.  Last I heard, PP had tried a couple of things to improve reflections but to no avail. 



#24 johnmeyer

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Posted 29 June 2016 - 10:06 PM

What sort of numbers in terms of tris increase we talking, ie on a view with plentiful trees, what is the tri count difference between real and stock reflection

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#25 NoPutt

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Posted 29 June 2016 - 10:24 PM

It would be different for each scene, but reflective water is 

like a mirror, so if say a clubhouse and trees were reflected

it would double the Tris of what the camera sees. Small ponds would work

decent, but large bodies of reflective water would hit FPS hard on some machines,

at this time anyway. 


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#26 garynorman

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Posted 30 June 2016 - 01:09 PM

Everything seems to hit FPS hard!!!  Trying to put out a smooth running course with decent vegetation on is a challenge to say the least!! 



#27 bortimus

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Posted 30 June 2016 - 01:49 PM

Everything seems to hit FPS hard!!!  Trying to put out a smooth running course with decent vegetation on is a challenge to say the least!! 

Sorry for the slight derail, but I think it would be very helpful for the community to learn how to accomplish this.  

 

I'm very interested to hear how some designers are making courses look so good and run smoothly.  



#28 wim1234

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Posted 01 July 2016 - 06:03 PM

me wonders too, seems like mr Rose got that knack, hit latest rivercourse has some wonderfull plantings and runs as

smooth as a babys bum.  Where some other courses with less vegation run not so smooth.

i wonder if it can be in the resolution of the underlying grid, or texture resolutions?

btw crows courses are heavily planted and run well too.



#29 garynorman

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Posted 03 July 2016 - 01:55 PM

Here's another pic...

 

This is the par 4 second hole

 

oldwarden3.jpg


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#30 M Rose

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Posted 03 July 2016 - 07:18 PM

me wonders too, seems like mr Rose got that knack, hit latest rivercourse has some wonderfull plantings and runs as
smooth as a babys bum. Where some other courses with less vegation run not so smooth.
i wonder if it can be in the resolution of the underlying grid, or texture resolutions?
btw crows courses are heavily planted and run well too.


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#31 garynorman

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Posted 12 July 2016 - 09:06 AM

The course is steadily evolving with 14 holes laid out now...  Here are some new screens:

 

This is the view across to the par 3, third (bridge is currently a placeholder and may change)

warden3.jpg

 

This is the green at the par 3, eleventh:

warden11.jpg

 

And finally, here's the downhill approach to the par 4, fourteenth:

warden14.jpg

 

 

There's still work to do with laying out the final holes, detailed elevations, 3d objects, etc but I'm pretty happy with how this one is shaping up...

 

 


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#32 mebby

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Posted 12 July 2016 - 06:37 PM

Looks great!


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#33 Buck

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Posted 12 July 2016 - 06:38 PM

That last screen shot is incredible!

 

Looks totally awesome!


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#34 dpeters95

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Posted 12 July 2016 - 06:40 PM

Very nice Gary!
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#35 M Rose

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Posted 13 July 2016 - 03:22 AM

Nicely planted.


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#36 Dazmaniac

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Posted 13 July 2016 - 03:49 PM

The reflections in the first pic in post #31 are what I would like to see.

 

warden3.jpg

 

Not the fully 100% mirror like reflections we see in TGC and Links 2003, but the water ripple distorted reflection that actually relates to the surrounding land. Hopefully in time with upgrades to Unity 5.4 these type of reflections won't bring PC's to their knees regards FPS.



#37 Buck

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Posted 13 July 2016 - 03:53 PM

The reflections in the first pic in post #31 are what I would like to see.

 

warden3.jpg

 

Not the fully 100% mirror like reflections we see in TGC and Links 2003, but the water ripple distorted reflection that actually relates to the surrounding land.

 

YES YES YES!!!

150% agree.  Doesn't need to be "perfect", just needs to be reflective of what's around.


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#38 M Rose

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Posted 13 July 2016 - 04:57 PM

Is that a different plane / prefab than usual? That looks like it is reflecting the actual trees.

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#39 garynorman

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Posted 13 July 2016 - 06:52 PM

Is that a different plane / prefab than usual? That looks like it is reflecting the actual trees.

 

It's the prefab WaterProDaytime which is in the Standard Assets > Environment > Water > Water folder.  It could be something that's been added by the BIG_Environment_Pack that I purchased?



#40 johnmeyer

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Posted 13 July 2016 - 09:30 PM

Just tried it in my unity project replica of my local course, water pro daytime and upped the texture number from 256 to 1024, and you do get accurate reflective water :)

 

It did seem to hamper performance somewhat though, so will need a bit of tweaking but is indeed very easily possible.


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