tag:blogger.com,1999:blog-512146548008784251.post4452333711230631243..comments2024-01-09T02:38:02.329+08:00Comments on Reyn's Blog: Blender Mesh Dynamic LoD TestAnonymoushttp://www.blogger.com/profile/05105678929254868408noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-512146548008784251.post-75126385126568564082013-01-14T21:33:39.928+08:002013-01-14T21:33:39.928+08:00Hi, I am currently investigating how Blender handl...Hi, I am currently investigating how Blender handles LODs because I want to create a video sequence with a lot of meshes (landscape with trees/grass).<br /><br />Thank you for sharing your knowledge!<br /><br />About Mip Maps: <br />As far as I can remember from my studies, mip maps are used to avoid the "http://en.wikipedia.org/wiki/Moir%C3%A9_pattern" on the one hand for single point Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-512146548008784251.post-90805547356071836832011-11-17T17:33:55.089+08:002011-11-17T17:33:55.089+08:00Great work with the LOD system in blender!
I'...Great work with the LOD system in blender!<br /><br />I've done a tweak to your work and I wanted to share it with you. <br /><br />The LOD is applied over the SubSurf (the level is limited with the python equation used in the driver).<br />Also the object (Monkey) has 3 custom properties:<br />LOD influence: Is the same multiplicator you hardcoded into the Driver curve. 0.3 in your file. So Vicente Carrohttp://www.anigoanimation.comnoreply@blogger.comtag:blogger.com,1999:blog-512146548008784251.post-57092237576684716412011-11-17T08:38:33.943+08:002011-11-17T08:38:33.943+08:00Great setup, thanks
RaimonGreat setup, thanks<br />RaimonRaimonhttp://www.imatgedart.comnoreply@blogger.comtag:blogger.com,1999:blog-512146548008784251.post-40194809031289398002011-11-16T08:42:34.666+08:002011-11-16T08:42:34.666+08:00Ever Hobbes: Yes, I believe, in a way, Mip Maps do...Ever Hobbes: Yes, I believe, in a way, Mip Maps does do this. However, it would be better if we could have a way to drastically reduce the size and quality of the textures, probably by fractions like 1/2 1/4 1/8 and so on. And instead of storing the textures, it is swapped, thus more space is freed from the disk, increasing performance.<br /><br />Nathan Salapat: Wow, thanks! I'll keep Anonymoushttps://www.blogger.com/profile/05105678929254868408noreply@blogger.comtag:blogger.com,1999:blog-512146548008784251.post-8813415190287758672011-11-16T07:56:16.822+08:002011-11-16T07:56:16.822+08:00http://www.facebook.com/groups/135740176501490/201...http://www.facebook.com/groups/135740176501490/201064836635690/?notif_t=group_activity<br /><br />We've been trying something that's close to the same.Anonymoushttps://www.blogger.com/profile/04610397016435392731noreply@blogger.comtag:blogger.com,1999:blog-512146548008784251.post-91494907931937241012011-11-16T02:30:32.767+08:002011-11-16T02:30:32.767+08:00In regards to your question about texture LoD - is...In regards to your question about texture LoD - isn't that what Mip Maps are for? And as far as I know, they are already implemented in Blender since forever.Ever Hobbeshttps://www.blogger.com/profile/09719886969147532674noreply@blogger.comtag:blogger.com,1999:blog-512146548008784251.post-14439796926775358902011-11-16T01:24:07.448+08:002011-11-16T01:24:07.448+08:00I'm no coder but also thought about texture LO...I'm no coder but also thought about texture LOD in an abstrace way:<br /><br />STEP 1 (manual) = Unwrap meshes, create biggest texture, then resize (for each texture) 4 different sizes (Big,med,small,tiny).<br />STEP 2 (procedural) = For each frame calculate camera distance from each unwrapped mesh, and based on max/min distance values, assign the different texture sizes to the unwrapped meshLukehttps://www.blogger.com/profile/05825202927218923614noreply@blogger.com