LOD Generator
This guide explains how to use the VR LOD Generator in SimLab Composer to optimize large scenes for a smooth, high-performance VR experience.
What is LOD (Level of Detail)?
LOD is a system that swaps a 3D model with lower-polygon versions in real-time to save processing power. The switch between levels is determined by two main criteria:
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Distance: How far the user is from the object.
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Screen Coverage: How much space the object takes up in the user's field of view.
1. Pre-LOD Optimization
Before generating LODs, you must reduce "draw calls" (the number of separate objects) and clean up materials.
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Selection Rule: Expand groups and select individual assemblies (e.g., all separate chairs) rather than just the single top-level parent assembly.
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Step 1 (Materials): Merges identical materials and optimizes texture sizes/compression.
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Step 2 (Merge Objects): Combines parts within each assembly to reduce complexity while keeping objects distinct from one another.
2. Identifying "Heavy" Objects
The plugin provides a surgical way to find which objects are taxing performance:
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Filter: Set a Minimum Polygon count to populate the plugin table with complex objects.
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Analyze & Zoom: View exact polygon counts in the table. Clicking any item in the table will automatically zoom the camera to that object in the scene for inspection.
3. Creating & Managing LODs
Define your decimation percentages for each level. Note that LOD 0 represents the model when the user is closest to it; decimating this level reduces the polygon count of the "original" model itself.
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LOD 0: Initial decimation to optimize the model at its closest distance.
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LOD 1 & 2: Increasing levels of reduction for mid-to-far distances.
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LOD 3: Enable the Hide option to completely remove distant objects from the render.
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Global Settings: Use this to determine if the system swaps levels based on Distance or Screen Coverage.
Watch This Tutorial to Learn more
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