We need to display models, with high res textures, on mobile device. Android is fine but Apple’s limit for iOS is 4096 x 4096.
We need to explore a LOD / progressive loading solution. I cannot find any recent posts that are of any use to our current predicament.
I believe I need to create a tiled model, right? Is there any resource online that can help us with the entire process, from exporting the Tiled model, through to what our threejs viewer needs to have enabled in order to work with a tiled model?
I look forward to hearing from my Saviour very soon and I thank you all in advance for any insight or support that you can offer.
mmm… as per your original post you gave as a reason for wanting to tile textures in the first place that iOS has a limit of 4096 x 4096. That reason I meant to invalidate.
Apparently you have other reasons you didn’t disclose yet.
Thank you - 4k has served us quite satisfactorily so far. But now I’m thinking, if we go with tiled, I can reduce the resolution massively, I believe.
Currently just looking to find a really good resource for learning more about tiled models (it seems like that is the correct approach to take). I discovered a 3D Tiles renderer which looks pretty and so I’m hoping to learn more about the whole process, before diving into the deep end!
I would ideally like to have textures for Mars with over 1M but they are hard to find.
The ship model isn’t tiled, by the way. This affects the textures, not the geometry. My Mars is, of course, a precedural mesh that adapts, because otherwise the vertex density would be far too high.
Models can also be tiled. This is called a virtual geometry system. In the Unreal Engine, this is the nanite system. I did something similar in threejs WebGPU. The systems can be coupled. My Mars is like both in one. But these systems are no small feat. They are very complex projects.
If you don’t have much experience with threejs, and especially with three.webgpu.js, then this is a mammoth task you’ve taken on.