Procedural grouping of meshes for multiple exports?

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Topic titles have such a short limit…

Anyway, is there a good way to split up a large set of meshes so they're exported as separate meshes chunks once the HDA bakes in engine?

I am generating a few sets of objects that can span a pretty large distance and that does not work well for culling, LODs, etc, in game engines.

Trying to group them by proximity kind of works, but if they happen to all spawn near enough, the entire set could end up in one group.
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I have been playing with the idea of scattering a grid of boxes to act as bounds for each chunks grouping. Seems like it might be an ok solution, though getting it to scale up and down over the possible varieties of space the meshes can be generated in isnt great.

Seems like i'll have to make a lot of empty groups and geo outputs before-hand to cover all possibilities.
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