"I'm using mushclustering+ routine found in the code archive for the whole ground that is a b3d (11k tris) non animated mesh file."
You'll have to give me a link to this routine. What does it do?
11k tris probably isn't too bad. Probably depends on how many shadows you want to cast. Other than that I couldn't say, I don't have any way to predict how well the system will perform for any particular situation, because there's too many variables to consider, like how the polygons are laid out in the mesh, how fast your cpu and video card are, what you consider an acceptable framerate, whether you use blurred shadows, how many shadows you need, how high of res you need them to be, whether the objects casting the shadows are animated or not, and how you tweak the settings in the system to optimize things.
There's simply too many variables to say for sure.
"I have the second uv mapping channel coordinates used by caustics texture, therefore I don't have any available uv mapping coords channel.(0 and 1 used) Is it a problem for sswift system?"
My system creates new polygons, it does not modify your pre-exisitng models. So the number of texture channels you use or how you use them doesn't matter.
You'll have to give me a link to this routine. What does it do?
11k tris probably isn't too bad. Probably depends on how many shadows you want to cast. Other than that I couldn't say, I don't have any way to predict how well the system will perform for any particular situation, because there's too many variables to consider, like how the polygons are laid out in the mesh, how fast your cpu and video card are, what you consider an acceptable framerate, whether you use blurred shadows, how many shadows you need, how high of res you need them to be, whether the objects casting the shadows are animated or not, and how you tweak the settings in the system to optimize things.
There's simply too many variables to say for sure.
"I have the second uv mapping channel coordinates used by caustics texture, therefore I don't have any available uv mapping coords channel.(0 and 1 used) Is it a problem for sswift system?"
My system creates new polygons, it does not modify your pre-exisitng models. So the number of texture channels you use or how you use them doesn't matter.