Levels of Details can be generated by the plug-in using the LOD groups.

  1. Add the geometry for each LOD to a primitive group.

  2. Name the starting LOD as lod.

THe plugin creates sequence of LODs on the Static Mesh. The alphabetical order of the group names defines the order of the LODs in the mesh. The base level is lod0, then lod1, lod2 and so on. LOD levels on a mesh can also be imported to Houdini: LOD groups will be automatically created by the plug-in if the mesh in a geometry input or world outliner input has more than one LOD level

You can import LOD levels on a mesh to Houdini. LOD gruops are automatically created by the plugin if the mesh in a geometry input or world outliner input has more than one LOD level. Check the checkbox for Export LODs on the input.

You can change the LOD settings on the Generic UProperty Attributes.

LOD Attribute

Attribute Type

Description

unreal_uproperty_LODForCollision

Detail

Sets the LOD used for collision

unreal_uproperty_MinLOD

Detail

Sets the minimum LOD

unreal_uproperty_LODGroup

String

Sets the LOD Group

lodX_screensize

Detail

Sets the screensize values where lodx is the name of the LOD

Note

Manual change of the screensize values turns off AutoComputeLODScreenSize on the static mesh

lod_screensize

Primitive

Sets the screensize values of the LOD

Note

Manual change of the screensize values turns off AutoComputeLODScreenSize on the static mesh

Meshes generated by Houdini Engine that have LOD groups will automatically create Hierarchical Instanced Static Mesh Components when instanced, either on Packed Primitives or Object Instancers.

Note

Make sure the geometry inside of each LOD group is not packed. The plugin will create a separate instancer instead of a LOD level for packed geometry.

Meshes