LOD surface node

Lets you view different levels of detail of geometry based on distance from camera.

See also: Visibility

The L.O.D. node does not actually alter any geometry. Instead it builds a level of detail cache for the input geometry. The cache to be drawn is based upon the distance to the camera. Thus, a complicated object will be drawn with a lower level of detail when it is farther away.

The second input is the “rest” geometry. If provided, this is the geometry which will be used to do the (expensive) polygon reduction, and only the points of the left input will be used.

Note

This is a viewport effect only. It does not affect renders.

Parameters

Step %

Each successive levels of detail will contain approximately this percentage of the number of polygons in the higher level of detail.

Dist. Threshhold

This is the distance from the camera at which full detail will be present.

Minimum %

The objects won’t be drawn with fewer than this number of polygons.

Stiffen Border

The amount of weight to avoid erosion of boundary polygons.

Equalize Edges

The amount of weight to favor even sized polygons.

Pre-Triangulate

Polygons can only be reduced if they are triangles. This option thus first converts them.

Optimize Rendering

When set, triangle strips will be generated and used for drawing.

Only Affect Polygon

If this is enabled, only the polygonal portion of the model will be displayed at lower levels of details. Otherwise, all types of surfaces are affected by the distance to the camera./polysonly

Usages in other examples

Example name Example for