Difference between revisions of "Viewerhelp:Upload Model - Level of Detail"
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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 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. |
Revision as of 13:10, 20 July 2011
This 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 selecting them from the Preview dropdown. 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 can be:
- 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.
Mesh
Indicate here how you specify your model's LOD:
- From a file
- Auto-generated
- No LOD
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:
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Build Operator |
Selects the method by which the number of vertices in your model is reduced.
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Queue Mode |
Changes the order in which vertices are chosen to be merged.
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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.
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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.
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Generate Normals: Provides options for generating surface normals on your model, affecting its shading and appearance of "hardness" along edges between vertices.
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.
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