4 ms·
The area is huge, to a point where you have to worry about floating-point imprecision. The sheer amount of stuff in the scene is pretty crazy. Perhaps I can ba
by ThomasKole 3y ago
The area is huge, to a point where you have to worry about floating-point imprecision. The sheer amount of stuff in the scene is pretty crazy.
Perhaps I can bake it down to something like what you might see in Google Earth in 3D.
- speps 3y agoSuper impressed! I can help you make this into a real-time flyover if you're willing to collaborate. My contact is in my profile ;)
- chefandy 3y agoHave you tried rendering any of it in UE utilizing nanite?
- Aeolun 3y agoHow did you fill it with buildings? I imagine they’re not all unique?
- ThomasKole 3y agoCertainly not. Take a look at Blenders new Geometry Nodes system.
- MilStdJunkie 3y agoI was gonna ask, "did you use geometry nodes?" But then I CTRL+F this comment chain. I've gotten absolutely incredible mileage out of geo nodes for forests and cities. Once you get used to the peculiarities, geometry incredibly superior to using particles and heatmaps. And I'm just a hobbyist! I use Blender for gamemastering, but haven't ever been paid to do it . . yet. (If that sounds like fishing it is totally fishing. How does a middle-age MilStdJunkie break into the modelling / simulating market?) Did you do any street-level renders? I realize that it's completely, totally a different kettle of fish, the detail you got here would murder the entire world's computers if it had 1m scale detail. Fabulous, fabulous work. Amazing. I did something similar for New Amsterdam ~1660CE, for "Providence", a Lovecraftian horror game set in colonial New England. But New Amsterdam and Seekonk in 1660 is nothing compared to this, Tenochtitlan in the immediate pre-contact period.