BD3D
about 4 years ago
Hello Fernando,
Thanks a lot for your feedback!
I have a few things to say regarding Scatter optimization and blender viewport performance:
-Scatter already have "pre-fine tune settings" to hide particles on creation, reduce particle viewport density percentage on creation, set instances to bounding box/proxy on creation. Scatter also has security actions that will automatically do these operations if the custom threshold limits have been reached.
-"Blender limitation" indeed, i believe that you may have an unreal expectation of what an OpenGL viewport can achieve. While it's completely possible to render billions of particles in cycles, doing the same in a real-time engine such as the live viewport of blender is completely impossible in the year 2020. Games-Engines could achieve the illusion by using complex technologies such as variable distance LOD, billboards, and super optimized normal map - transparency based shaders with their assets. Blender is not a game engine and doesn't possess the same technologies. Rendering complex landscapes in blender ray-tracing engine will require you to hide your particles within the viewport.
Note that the Scatter plugin is already innovating a lot in this area with a LOD/Proxy system and camera clipping/culling features with advanced options such as ray-casting visibility, not proposed natively by Blender, that is drastically improving the experience for a lot of users out there. And we try to push it even more, by developing a point cloud display technology, currently in Beta testing.
I hope this answers your Remark.
Bests,
Dorian