Friday, August 12, 2011

Day 52

Today, I came in as usual, I continue trying to fix the enormous amount of scatter points problem and to no avail. Mr Steven dropped me a email and described the problem I encountered in very thorough detail.

Firstly, I brought up to him the problem I faced while up-res ing the terrain. My fractured pieces sizes and position changed after I up-res them despite them being the same geometry and the same number of scatter points, except that the geometry is of higher resolution. Mr Steven then told me that the problem was because I was re-creating the scatter points again for the up-res terrain, hence it resulted in the difference.

He told me that scatter sop scatter point based on the area and size of the geometry. I should instead use the same scatter sop that was used for the low-res terrain on the high-res terrain.

Next, I brought up to him Mr Ari's idea, which is using the paint sop to paint the density of the scatter points. As I had previous experience with that, I knew that when I up-res the geometry, the paint map will be destroyed. Hence, I brought it up to him.

He told me that, I do not paint the paint map onto the geometry. I paint on a grid similar to the terrain and then use it to create the scatter points and then pass it into the fractured geometry.

I also brought up to him regarding my excessive long cooking time. He asked me if it was really necessary to use such high resolution geometry?

Later in the afternoon, he called to check on my progress. I told him I was sticking with the paint map method and it was working pretty well. And I also told him that I tried using the low-res geometry with my shader, it looked decent, but definitely not as nice as the high resolution one.

He then dropped by in the evening for our weekly progress. He said my simulation was working fine, except of a couple of issues. Such as spinning geometries after colliding, overlapping of the ripple effect.

He also taught me some ways to cheat. I just realised that there were plenty more to do. But anyways, looking on the bright side, tomorrow is Universal Studios! Followed by Las Vegas. Real good time to take a nice long break, but hopefully I will still be able to catch up after that.

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