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.
This is a viewport effect only. It does not affect renders.
Parameters
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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. |
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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. |
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Pre-Triangulate |
Polygons can only be reduced if they are triangles. This option thus first converts them. |
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Optimize Rendering |
When set, triangle strips will be generated and used for drawing. |
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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 |
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