Difference between revisions of "Viewerhelp:Upload Model - Level of Detail"
Rand Linden (talk | contribs) |
Rand Linden (talk | contribs) (→Mesh) |
||
Line 24: | Line 24: | ||
* '''Auto-generate''' | * '''Auto-generate''' | ||
* '''None''' | * '''None''' | ||
{{UIgroup| | {{UIgroup| | ||
Line 30: | Line 31: | ||
{{UIgroup|'''Auto generate''': Click to 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. | ||
{{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: | ||
Line 37: | Line 38: | ||
{{UIref| Build Operator | | {{UIref| Build Operator | | ||
Select 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. | * '''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. | ||
Line 43: | Line 44: | ||
{{UIref| Queue Mode | | {{UIref| Queue Mode | | ||
Select the order in which vertices are merged. | |||
* '''Greedy:''' Recalculates the priority values for each neighboring edge after each simplification operation. | * '''Greedy:''' Recalculates the priority values for each neighboring edge after each simplification operation. 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. | * '''Lazy:''' Marks the priority values of each neighboring edge as "dirty" after each simplification operation. Recomputation of costs is only done on required edges. Similar to Greedy, but optimized to give quicker and slightly less accurate results, making it useful for very complex models. | ||
* '''Independent:''' | * '''Independent:''' Performs non-overlapping sets of operations on the input geometry, resulting in hierarchies of logarithmic height. About as fast as Lazy, but calculates its results differently. }} | ||
{{UIref| Border Mode | | {{UIref| Border Mode | | ||
Select how vertices on a geometric border are handled, that is, vertices without a full ring of triangles around them, like the edges of a flat plane. | |||
* '''Unlock:''' | * '''Unlock:''' Does not treat geometric border vertices specially (default). | ||
* '''Lock:''' Prevents any modification to or removal of border vertices. | * '''Lock:''' Prevents any modification to or removal of border vertices. Useful when preserving the edges of models meant to align with each other, such as blocks of terrain. }} | ||
{{UIref| Share Tolerance | | {{UIref| Share Tolerance | |
Revision as of 10:20, 5 August 2011
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 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 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.
Mesh
Select how you will specify your model's LOD:
- Load from file
- Auto-generate
- None
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:
|
Build Operator |
Select the method by which the number of vertices in your model is reduced.
|
Queue Mode |
Select the order in which vertices are merged.
|
Border Mode |
Select how vertices on a geometric border are handled, that is, vertices without a full ring of triangles around them, like the edges of a flat plane.
|
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.
|
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.
|