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: Distance: How far the user is from the object. 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. Selection Rule: Expand groups and select individual assemblies (e.g., all separate chairs) rather than just the single top-level parent assembly. Step 1 (Materials): Merges identical materials and optimizes texture sizes/compression. 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: Filter: Set a Minimum Polygon count to populate the plugin table with complex objects. 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. LOD 0: Initial decimation to optimize the model at its closest distance. LOD 1 & 2: Increasing levels of reduction for mid-to-far distances. LOD 3: Enable the Hide option to completely remove distant objects from the render. Global Settings: Use this to determine if the system swaps levels based on Distance or Screen Coverage. Watch This Tutorial to Learn more