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kclod [2017/05/10 13:46]
croft
kclod [2018/10/16 12:44] (current)
sechrest
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 "Level of detail"​ (LOD) refers to decreasing the complexity of a model as it moves away from the camera. A model that is far away doesn'​t need to have as much detail as one that is close. Reducing complexity in this fashion reduces the load on rendering hardware, allowing many more models/​trees to be rendered on screen at the same time. "Level of detail"​ (LOD) refers to decreasing the complexity of a model as it moves away from the camera. A model that is far away doesn'​t need to have as much detail as one that is close. Reducing complexity in this fashion reduces the load on rendering hardware, allowing many more models/​trees to be rendered on screen at the same time.
  
-Certain SpeedTree products ​includes ​automatic, dynamic LOD generation. The LOD is "​dynamic"​ because it changes smoothly as the distance to the tree changes, hiding any geometry "​pops"​ that discreet LOD levels would otherwise cause.+Certain SpeedTree products ​include ​automatic, dynamic LOD generation. The LOD is "​dynamic"​ because it changes smoothly as the distance to the tree changes, hiding any geometry "​pops"​ that discreet LOD levels would otherwise cause.
  
 >​**Note**:​ Automatic Level of Detail is a feature included only in the SpeedTree products for real-time use (SpeedTree for Games, UE4, Unity, Lumberyard, etc.). SpeedTree products for VFX (Cinema, Studio, etc.) do not include LOD and should instead use [[kcresolution|Resolution]]. >​**Note**:​ Automatic Level of Detail is a feature included only in the SpeedTree products for real-time use (SpeedTree for Games, UE4, Unity, Lumberyard, etc.). SpeedTree products for VFX (Cinema, Studio, etc.) do not include LOD and should instead use [[kcresolution|Resolution]].
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 ====Leaves==== ====Leaves====
-As previously mentioned, leaves not only shrink awaybut leaves that stay will also grow. You can control how much they grow with the "Grow Scale" property.+As previously mentioned, leaves not only shrink away but the leaves that stay will grow. You can control how much they grow with the "Grow Scale" property.
  
 Often, leaves in the interior of the tree will be flagged for removal before those on the outside of the tree. This might result in the interior leaves being carved out, leaving just a shell around the tree. This may or may not be what you want. You can add some noisiness to this removal by adjusting the "​Jumble"​ property. ​ Often, leaves in the interior of the tree will be flagged for removal before those on the outside of the tree. This might result in the interior leaves being carved out, leaving just a shell around the tree. This may or may not be what you want. You can add some noisiness to this removal by adjusting the "​Jumble"​ property. ​
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 ===== Individual Settings ===== ===== Individual Settings =====
  
-In addition to the global settings, there are additional settings on each [[kcgenerators|Generator]] for dealing with LOD. With these you can fine-tune LOD changes to be more seamless, or reduce complexity in a more aggressive manner in places that won't be seen.+In addition to the global settings, there are additional settings on each [[kcgenerators|Generator]] for dealing with LOD. With theseyou can fine-tune LOD changes to be more seamless, or reduce complexity in a more aggressive manner in places that won't be seen.
  
 The "​Dynamic LOD:​Weight"​ property is an important one, as it influences what gets removed. When you adjust the [[tree_generator#​dynamic_lod|global LOD curve]] for Branches, for example, you are setting how many branches you want at each level. Branches are removed based on their size and how "​hidden"​ they are in the tree. However, modifying the "​Weight"​ property on individual parts of the tree will influence this computation. Branches with higher weight will "​win"​ over branches with lower weights, and will remain in the tree. The "​Dynamic LOD:​Weight"​ property is an important one, as it influences what gets removed. When you adjust the [[tree_generator#​dynamic_lod|global LOD curve]] for Branches, for example, you are setting how many branches you want at each level. Branches are removed based on their size and how "​hidden"​ they are in the tree. However, modifying the "​Weight"​ property on individual parts of the tree will influence this computation. Branches with higher weight will "​win"​ over branches with lower weights, and will remain in the tree.