most efficient with height fields?

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Hi, I'm currently doing some heightfield experiments, such as conforming a terrain to the surface of a road (polygon primitives). A bit like in Konstantin Magnus's tutorial here: https://www.youtube.com/watch?v=hWGCs4MLGqQ [www.youtube.com] Except, in my case I am generating masks before the vex wrangling, which gives me a bit more flexibility as to what to do with them.

This got me thinking though.. I'm wondering now about what is the most efficient way to work with height fields these days? The nodes that I use for creating masks etc. seems to be mostly hda's, with a bunch of other nodes inside them. So I curious if this impacts performance vs. vex wrangling? Also, since we now have the new COP's context, is it perhaps advisable to use this for height field manipulation, both in terms of flexibility, but also in terms of speed/efficiency?

Have some of you tried all these different approaches (nodes vs vex vs cops) and made some conclusion as to what the most efficient way to work is and/or what is the most flexible way?

Thanks,
Dag
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