Nugget π³οΈβπ
@HotdogNugget
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β¦ aspiring tech artist / blender enthusiast
Joined November 2020
Sorry y'all, I've been busy with school and haven't had the time to finish up the upcoming update to Instant Impostors just yet! Hoping to maybe return to it once I get in the swing of things, but right now my time is elsewhere.
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One advantage of the impostors is that they have baked-in raytraced AO, as opposed to the hit-or-miss SSAO eevee uses.
Did a quick performance test with approximately 8K trees: Impostors - 15 sec Tree mesh - 90 sec In this case, the impostors actually end up with more detail in their self-shadowing due to EEVEE struggling to render dense shadows at a distance.
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The impostor in this case uses 3 900x900px spritesheets which total to around 10mb.
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Did a quick performance test with approximately 8K trees: Impostors - 15 sec Tree mesh - 90 sec In this case, the impostors actually end up with more detail in their self-shadowing due to EEVEE struggling to render dense shadows at a distance.
High-fidelity, volumetric 3D impostors! Coming soon...β¨ 126,000 tri tree mesh (left) vs 178 tri impostor (right)
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This sums it up pretty well too!
@nathans_codes @og_Stefan_H @HotdogNugget @BenSimsTech this isn't really for games / real-time rendering. it's for blender rendering like eevee. as long as the 3d artist has graphics memory for 1 of each volumetric imposter type, i don't see it being a problem. lod levels for the volumes can even be stored as mip-maps of 3d textures.
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side note, a lot of people are curious whether these are similar to octahedral impostors in UE. While octahedral impostors are very similar to the other impostor systems present in Instant Impostors, this demo is unique.
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The goal is to allow scenes to render faster than they would previously, while still maintaining the same visual fidelity. There are absolutely many methods to do this, this is just one of them π
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Additionally, this system is not a one-click solution to all performance issues. Of course, the shader complexity has its own impact on performance, not to mention the 3D texture that stories its data. But as mentioned previously, the goal is not real-time playback.
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Just to clarify a few things because Iβm receiving *alot* of questions: While impostors also appear in a real-time game engine setting, this system is for blender, and far more intensive than what is usable for any game engine system.
High-fidelity, volumetric 3D impostors! Coming soon...β¨ 126,000 tri tree mesh (left) vs 178 tri impostor (right)
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Apologies, twitter compression definetly butchered this one!
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Quick demo of the viewport performance This shader relies on a voxel-based system to convert objects into detailed, fully 3D impostors. So far, I'm really happy with the results!
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High-fidelity, volumetric 3D impostors! Coming soon...β¨ 126,000 tri tree mesh (left) vs 178 tri impostor (right)
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Grab the new update on BlenderMarket or Gumroad: https://t.co/Du7Y4GCFG2
https://t.co/gIj000J80s
nuggetblends.gumroad.com
For instruction on using the addon, see the documentation section on the BlenderMarket hereWhat is GeoSim?GeoSim is an add-on which allows the creation of photorealistic, realtime, customizable pla...
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GeoSim has now received a much needed update to Blender 4.2! Enjoy the smooth performance of EEVEE Next with some beautiful planets πππ (Download link in replies π)
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Had alot of fun making the promo image for this update π Of course, all running in real time of with the help of Instant Impostors! (Try making a forest in eevee without impostors, it ain't easy π)
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Grab it on BlenderMarket or Gumroad! https://t.co/WdGFqEN9D8
https://t.co/yVgpPkAFIC
nuggetblends.gumroad.com
Demo Video: With Instant Impostors, users can automatically convert any mesh into an optimized low-poly impostor, massively increasing performance in large-scale scenes. Using advanced shader-based...
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Instant Impostors is now updated to Blender 4.2π π³π²π³π²π³π³ Now featuring compatibility with the new extensions system and of course, EEVEE next! Download link in replies π
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After a few hours of implementing this system in the upcoming release of Instant Impostors.... It's actually slower than simply instancing the object π
On a basic tree mesh, 14 seconds with ray portal, 9 with instancing. Oh well, it was worth a try!
Exciting! 4.2 portal node = super speedy impostor spritesheet rendering! This will massively improve impostor generation times for Instant Impostors! π³π²π³π²
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With a little help from AOVs, all passes are working fine!
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Render passes work as well! ... mostlyπ The depth pass seems to get a bit confused, so some workarounds are still needed.
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