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Advanced>Debug Settings>RenderVolumeLODFactor
http://sldev.free.fr/forum/viewtopic.php?f=6&t=195
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Author:  Seph DaSilva [ 2010-01-24 22:14:41 ]
Post subject:  Advanced>Debug Settings>RenderVolumeLODFactor

While bashing my head on the wall about sculpt LOD (levels of detail- degrading of quality of a sculpt as you get farther from it. Distance at which LOD shifts is relative to the size of the prim) ... And then I found the following:

http://rehula.wordpress.com/2009/02/14/ ... pted-prim/

Maybe I've had my head in the sand or something, but I wish I'd seen this when it was posted almost a year ago. I would REALLY like to see this 'debug' bar placed in the normal prefs menu, or at least in the 'Cool Features' tab.

((The rest is irrelevant to the feature request))
As a content creator, I'd been wringing my hands about quality of sculpted items, as they would end up looking crappy from relatively small distances. A 1x1x1m sculpt looks bad from only about 5m away. Scaling up, a 10x10x10m sculpt keeps its best LOD up to about 50m. So then, the trick becomes 'shrinking' a sculpt to be the desired size within the largest prim possible- essentially relabeling 'prim size' instead as 'bounding box size' to trick LOD. Up till now, I had even been considering using mega prims just to preserve my intended appearance of sculpts. See better explanation here: http://robynhuffaker.com/sculptblend/tu ... ricks.html

And then I found the LOD debug. I notice NO additional slow down. So many artists' hard work are being viewed as looking all waffle-y. For no noticeable hardware savings. Ugh.

Author:  Zauber Exonar [ 2010-01-25 05:53:40 ]
Post subject:  Re: Advanced>Debug Settings>RenderVolumeLODFactor

That value is available in the preferences window. It is the Mesh Detail->Objects slider under the Graphics tab. However, it maxes out at a value of 2.0

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