Difference between revisions of "Viewerhelp:Upload Model - Level of Detail"

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__NOTOC__
__NOTOC__
{{Help WIP}}
{{Multi-lang}}
[[Category:Mesh Viewer Help]]
<br/>
{{:Viewerhelp:Mesh Upload Process{{#var:lang}}}}
{{:Viewerhelp:Mesh Upload Process{{#var:lang}}}}


This is the first step in the [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_model model upload process], in which you specify levels of detail for your model.
This tab is the first step in the [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_model model upload process], in which you specify levels of detail for your model.
''Levels of detail'' (LOD) determine how the model looks at various distances. As you get farther away from a model, it renders in less detail to boost performance.
''Levels of detail'' (LOD) determine how the model looks at various distances. As you get farther away from a model, it renders in less detail to boost performance.


Preview your model's automatically generated levels of detail on the '''Level of Detail''' tab by selecting them from the '''Preview''' dropdown. Notice how the object's complexity is reduced at each level.
Preview your model's automatically generated levels of detail on the '''Level of Detail''' tab by clicking '''High''', '''Medium''', '''Low''', or '''Lowest'''. Notice how the object's complexity is reduced at each level.


After you make selections in this tab, click the '''{{Vh|Upload Model - Physics|Physics}}''' tab.
After you make selections in this tab, click the '''{{Vh|Upload Model - Physics|Physics}}''' tab.
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===Select Level of Detail===
===Select Level of Detail===


Click '''High''', '''Medium''', '''Low''', or '''Lowest''' to preview and modify your model's various levels of detail (LOD). The status indicator can be:
Click '''High''', '''Medium''', '''Low''', or '''Lowest''' to preview and modify your model's various levels of detail (LOD). The status indicator color will show the whether your model is suitable for upload:
* Green - No problems detected.  Ready to upload.
* <span style="color:green; font-weight: bold;">Green</span> - No problems detected.  Ready to upload.
* Red  - Too many vertices at this level of detail.  Models at each level must have fewer vertices than the level above them.
* <span style="color:red; font-weight: bold;">Red</span>   - Too many vertices at this level of detail.  Models at each level must have fewer vertices than the level above them.


===Mesh===
===Source===


Indicate here how you specify your model's LOD:
Select from the '''Source''' dropdown how you will specify your model's LOD:
* From a file
* '''Load from file'''
* Auto-generated
* '''Auto-generate'''
* No LOD
* '''Use LoD above'''


{{UIgroup|
'''Load from file''': Click to manually upload .dae files for models at any level of detail.  This enables you to control how your model looks at each level of detail, preserving key visual features that the automated algorithms may otherwise distort.}}


{{UIgroup|'''Load from file''': Manually upload .dae files for models at any level of detail.  This enables you to control how your model looks at each level of detail, preserving key visual features that the automated algorithms may otherwise distort.}}
{{UIgroup|'''Auto generate''': Generate a new model at the currently-previewed level of detail, based upon the model you uploaded.


{{UIgroup|'''Auto generate''': Click to generate a new model at the currently-previewed level of detail, based upon the model you uploaded.
<br>
{{UIref|Method|Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:
{{UIref|Method|Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:


* '''Triangle limit:''' Enter the maximum number of triangles for the model at the selected level of detail. This number must not exceed the number of triangles in the LOD above it.
* '''Triangle limit:''' Enter the maximum number of triangles for the model at the selected level of detail. This number must not exceed the number of triangles in the LOD above it.
* '''Error threshold:''' Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy. }}
* '''Error threshold:''' Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy. }}
{{UIref| Build Operator |
Selects the method by which the number of vertices in your model is reduced.
* '''Edge Collapse:''' Merges two vertices currently connected by an edge. Both vertices are replaced by a new, unified vertex, which is chosen to minimize error.  This method does a better job of retaining the model's original shape, but can distort textures and skin weights applied to the model.
* '''Half Edge Collapse:''' Merges two vertices currently connected by an edge. One of the two vertices is merged into the other, which remains (essentially) unchanged. This method does a better job of keeping skin weights and textures properly aligned to the model, but may result in a slightly less accurate visual shape. }}
{{UIref| Queue Mode |
Changes the order in which vertices are chosen to be merged.
* '''Greedy:''' Recalculates the priority values for each neighboring edge after each simplification operation.  This mode returns the best results, but requires the most computation and can take significant time on highly complex models.
* '''Lazy:''' Marks the priority values of each neighboring edge as "dirty" after each simplification operation. Recomputation of costs is only done on required edges.  This method is similar to Greedy, but is optimized to give much quicker and slightly less accurate results, making it useful for working with extremely complex models.
* '''Independent:''' This method performs non-overlapping sets of operations on the input geometry, resulting in hierarchies of logarithmic height. It is about as fast as Lazy, but calculates its results differently. }}
{{UIref| Border Mode |
Changes the handling of vertices on a geometric border; these are vertices without a full ring of triangles around them, like the edges of a flat plane.
* '''Unlock:''' The default behavior, does not treat geometric border vertices specially.
* '''Lock:''' Prevents any modification to or removal of border vertices.  This is often useful when preserving the edges of models that are meant to align with each other, such as blocks of terrain. }}
{{UIref| Share Tolerance |
This floating point parameter is intended to compensate for small floating point errors present in your data set. It controls the amount of distance between two vertices before they are considered coincident. Try increasing this number if cracks appear in your object during simplification.
}}
}}
}}




{{UIgroup| '''None''': Click to upload only a high-detail model (that is, no levels of detail)The model will not appear in Second Life when rendered at a level of detail set to None.  This setting may be useful for improving performance and decreasing resource cost for small, visually complex models that do not need to be viewed from far away.
{{UIgroup| '''Use LoD above''': Copy the next higher level of detail.  If you set '''Medium''', '''Low''', and '''Lowest''' to this setting, only the model for '''High''' will be used.
}}
}}


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{{UIref|Crease Angle |
{{UIref|Crease Angle |
The Crease Angle adjusts the smoothness of the model.  Increase this value to soften the hard, "faceted" look of models with relatively few vertices.
Adjusts the smoothness of the model.  Increase this value to soften the hard, "faceted" look of models with relatively few vertices.
}}
}}
}}
}}
[[Category:Mesh Viewer Help]]

Latest revision as of 11:24, 15 November 2011

Level of Detail > Physics > Modifiers > Calculate weights & fees > Upload

This tab is the first step in the model upload process, in which you specify levels of detail for your model. Levels of detail (LOD) determine how the model looks at various distances. As you get farther away from a model, it renders in less detail to boost performance.

Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, or Lowest. Notice how the object's complexity is reduced at each level.

After you make selections in this tab, click the Physics tab.

Select Level of Detail

Click High, Medium, Low, or Lowest to preview and modify your model's various levels of detail (LOD). The status indicator color will show the whether your model is suitable for upload:

  • Green - No problems detected. Ready to upload.
  • Red - Too many vertices at this level of detail. Models at each level must have fewer vertices than the level above them.

Source

Select from the Source dropdown how you will specify your model's LOD:

  • Load from file
  • Auto-generate
  • Use LoD above


Load from file: Manually upload .dae files for models at any level of detail. This enables you to control how your model looks at each level of detail, preserving key visual features that the automated algorithms may otherwise distort.
Auto generate: Generate a new model at the currently-previewed level of detail, based upon the model you uploaded.
Method   Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:
  • Triangle limit: Enter the maximum number of triangles for the model at the selected level of detail. This number must not exceed the number of triangles in the LOD above it.
  • Error threshold: Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy.


Use LoD above: Copy the next higher level of detail. If you set Medium, Low, and Lowest to this setting, only the model for High will be used.


Generate Normals: Provides options for generating surface normals on your model, affecting its shading and appearance of "hardness" along edges between vertices.

Crease Angle  

Adjusts the smoothness of the model. Increase this value to soften the hard, "faceted" look of models with relatively few vertices.