Hello,
Am setting up LOD on a transformGroup on a map.
The close LOD (eg LOD0) doesn't display anything, when you get close has nothing visible.
The distance LOD (eg LOD1) is set to 300 and works, the shape is visible and "blends away" as you get close as would be expected.
Any hints to get the close LOD working please???
Thanks heaps...
LOD Help Please - NOW SOLVED
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LOD Help Please - NOW SOLVED
Last edited by Dezza69 on Wed Aug 21, 2019 2:53 pm, edited 1 time in total.
Re: LOD Help Please
Dezza69 wrote: ↑Sun Aug 18, 2019 4:10 pm Hello,
Am setting up LOD on a transformGroup on a map.
The close LOD (eg LOD0) doesn't display anything, when you get close has nothing visible.
The distance LOD (eg LOD1) is set to 300 and works, the shape is visible and "blends away" as you get close as would be expected.
Any hints to get the close LOD working please???
Thanks heaps...
Code: Select all
<TransformGroup nodeId="166933" lodDistance="0 100">
<Shape shapeId="155" name="LOD0" clipDistance="100"/>
<Shape shapeId="156" name="LOD1" clipDistance="300"/>
</TransformGroup>
LOD1 = 101 - 300 distance
300+ is nothing.
Myrithis - Catalyzer Industries
Re: LOD Help Please
Thank you for your reply and example.
Thought this would have been a fairly straight forward thing, yet for some reason it just isn't working for me. Obviously I'm doing something odd.
If two simple shapes (cubes) are created in a new file in the editor and inserted into a transformGroup set as an LOD master, the first shape inside the main LOD transfer group shows at distance and the second shape shows close!
This is what the editor created, which (for me) provides the behaviour described above - the first cube shows at distance and the second one close!!!
When my Blender 2.79 meshes are used, the first shape (or transformGroup if used instead) never shows, it's always only the second.
Do the meshes/shapes need anything special, like a specific UV or the normal aligned to 37.8degrees toward the direction of Mars or something??
Thought this would have been a fairly straight forward thing, yet for some reason it just isn't working for me. Obviously I'm doing something odd.
If two simple shapes (cubes) are created in a new file in the editor and inserted into a transformGroup set as an LOD master, the first shape inside the main LOD transfer group shows at distance and the second shape shows close!
This is what the editor created, which (for me) provides the behaviour described above - the first cube shows at distance and the second one close!!!
Code: Select all
<TransformGroup name="LODTest" nodeId="7" lodDistance="0 300">
<Shape shapeId="1" name="cube" translation="350 0 0" clipDistance="10000" nodeId="8" materialIds="4" distanceBlending="false"/>
<Shape shapeId="1" name="cube" translation="350 -10 0" clipDistance="10000" nodeId="9" materialIds="4" distanceBlending="false"/>
</TransformGroup>
Do the meshes/shapes need anything special, like a specific UV or the normal aligned to 37.8degrees toward the direction of Mars or something??
Re: LOD Help Please
Ok, worked it out!
For anyone else producing their own models and wanting to use LOD - be aware of your objects' "origin".
The model being played with (my first model where I wanted to use LOD ) was really, really big, and had it's origin set at "0.000, 0.000, 0.000" with the object being positioned on the map from inside the model shape itself. This is because I thought that it looked far neater in the map i3d having all the translations of "permanent fixtures" set to 0.000!!!!!
Yes, silly, OCD me!
Now the origin is set to the actual object, not a zeroe'd position - everything works as expected as the camera approaches the model, instead of moving away from it's origin.
Here I was thinking the normals needed aligning to some specific point on Mars...
Hope my hours of frustration help someone else at some point!
For anyone else producing their own models and wanting to use LOD - be aware of your objects' "origin".
The model being played with (my first model where I wanted to use LOD ) was really, really big, and had it's origin set at "0.000, 0.000, 0.000" with the object being positioned on the map from inside the model shape itself. This is because I thought that it looked far neater in the map i3d having all the translations of "permanent fixtures" set to 0.000!!!!!
Yes, silly, OCD me!
Now the origin is set to the actual object, not a zeroe'd position - everything works as expected as the camera approaches the model, instead of moving away from it's origin.
Here I was thinking the normals needed aligning to some specific point on Mars...
Hope my hours of frustration help someone else at some point!
Re: LOD Help Please
Althought an old post, thanks a lot... had the same issue and your tip saved me from headache... its fully logical after I saw your post and after I corrected the origin... the origin is where the distance calculation starts...Dezza69 wrote: ↑Wed Aug 21, 2019 2:50 pm Ok, worked it out!
For anyone else producing their own models and wanting to use LOD - be aware of your objects' "origin".
The model being played with (my first model where I wanted to use LOD ) was really, really big, and had it's origin set at "0.000, 0.000, 0.000" with the object being positioned on the map from inside the model shape itself. This is because I thought that it looked far neater in the map i3d having all the translations of "permanent fixtures" set to 0.000!!!!!
Yes, silly, OCD me!
Now the origin is set to the actual object, not a zeroe'd position - everything works as expected as the camera approaches the model, instead of moving away from it's origin.
Here I was thinking the normals needed aligning to some specific point on Mars...
Hope my hours of frustration help someone else at some point!
But you don't find much info about the lod system unfortunately
Des is gkupft wia ghatscht und bis zum Heiratn is wieda guat
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