Applying growth to a mesh works pretty much like a magnifying glass - any flaws in the mesh will become more apparent. In real time rendering, using as few polygons as possible is crucial to maintaining tolerable framerates, but it also means flaws would be really easy to spot with growth applied. Luckily we can use dx11 tessellation to eliminate glaring issues in the silhouette. Tessellation works at hardware level and has little performance impact.
http://i.imgur.com/Fs0dCsD.jpg
Noh Bhodie
2015-06-13 05:30:01 +0000 UTCFurryVNE Team
2015-06-12 23:32:06 +0000 UTCaarqon
2015-06-12 23:28:55 +0000 UTCFireMedic1337
2015-06-12 15:46:06 +0000 UTCFurryVNE Team
2015-06-12 14:42:32 +0000 UTCLemalas
2015-06-12 14:16:30 +0000 UTC