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

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=== Select Level of Detail ===
{{Multi-lang}}
Click '''High''', '''Medium''', '''Low''', or '''Lowest''' to preview and modify your model's various levels of detail.
{{:Viewerhelp:Mesh Upload Process{{#var:lang}}}}


=== Mesh ===
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.


==== Load from file ====
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.
You may manually upload your own models for each level of detail. This allows you to maintain tight control over how your model looks at each LOD, preserving key visual features that the automated algorithms may otherwise distort.


==== Auto generate ====
After you make selections in this tab, click the '''{{Vh|Upload Model - Physics|Physics}}''' tab.
Generates a new model at the currently-previewed level of detail, based upon the model you uploaded.


===== Method =====
===Select Level of Detail===
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 detailThis number must not exceed the number of triangles in the LOD above it.
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:
* '''Error threshold:''' Increase this value to decrease the amount of detail retained during simplificationFor example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy.
* <span style="color:green; font-weight: bold;">Green</span> - No problems detectedReady to upload.
* <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.


===== Build Operator =====
===Source===
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.
Select from the '''Source''' dropdown how you will specify your model's LOD:
* '''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.
* '''Load from file'''
* '''Auto-generate'''
* '''Use LoD above'''


===== 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.
{{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.}}
* '''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.


{{UIgroup|'''Auto generate''': Generate a new model at the currently-previewed level of detail, based upon the model you uploaded.


===== Border Mode =====
{{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:
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.
* '''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.
* '''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.
* '''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. }}
}}


===== 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.


==== None ====
{{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.
You may choose not to include a model for any level of detail below HighThe 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.
}}


=== 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.
{{UIgroup|
'''Generate Normals''': Provides options for generating ''surface normals'' on your model, affecting its shading and appearance of "hardness" along edges between vertices.
 
{{UIref|Crease Angle |
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 10:24, 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.