- it can generate whole range of visual LODs from millions down to units of triangles
- output is prepared the way so that it is optimized for real-time environments without a need of manual post-processing, namely:
- output texture data are organized in UV atlases of user defined parameters
- shading is applied to output
- focus is put on making individual LODs to have a similar shape for smooth transition between them
- generated output is relatively tightly coupled with VBS3 and ArmA real-time environments (P3D file format), but generation to industry standard FBX file format is supported as well
- plant structure can be described through interconnection and configuration of range of components. No programming or botanical skills are required, but it is useful to understand basic programming principles like recursion and knowing how plants are organized in a real world
Ambition of this blog is to share thoughts relevant to Silvador development in both directions: show more important moments during development and gather feedback from readers.
Silvador is a commercial product available in 2 versions:
- Pro version supporting full range of capabilities, it can be purchased and downloaded here: https://store.bisimulations.com/products/Silvador-Pro
- Lite version supporting all but exporting functionality, it can be downloaded for free here: https://store.bisimulations.com/products/Silvador-LITE
Following images show what Silvador is about:
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