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Level of Details issue

keltwookiekeltwookie Posts: 50Member
edited February 20 in 3D

I would want to build a very large scene to respect as much as possible the scale between various meshes. I thus have read this:
https://godotdevelopers.org/forum/discussion/comment/17729/#Comment_17729
and this:
https://godotdevelopers.org/forum/discussion/17393/improved-level-of-detail-smooth-transitions-hysteresis
Of course, I created different sizes of one mesh for testing as indicated in the Bishop's explanations.
I tried several values for LOD, but none works as soon I zoom out until the base grid disappear and all disapear as well except the skybox texture.

Does it means that I have to re-scale all objects to a smaller size or did I miss something?


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Answers

  • BishopBishop Posts: 147Member

    Hello,
    "Of course, I created different sizes"- I don't know what you mean but it's not LOD of different sizes,
    LOD is Level of detail no sizes of models but - Each model has a different number of polygons/vertices and different size of textures, for example your ship 1.lod 5000 polys,1024x1024 texture,
    2.lod 2500 polys, 512x512 texture
    and 3.lod 1000 polys and 256x256 texture
    ....no sizes ....polygons
    maybe show some image with issue....hope this helps :)
    p.s. in Blender you can use Decimate modifier for each LOD level and tweak models if necessary

  • keltwookiekeltwookie Posts: 50Member

    @Bishop said:
    ... LOD is Level of detail no sizes of models but - Each model has a different number of polygons/vertices and different size of textures, for example your ship 1.lod 5000 polys,1024x1024 texture,
    2.lod 2500 polys, 512x512 texture
    and 3.lod 1000 polys and 256x256 texture
    ....no sizes ....polygons

    Ah okay, so, I have to create the models with differnt numbers of polygones, right?

    @Bishop said:
    p.s. in Blender you can use Decimate modifier for each LOD level and tweak models if necessary

    I never used this feature but will have a look

    Here are the views:

    Viewport:

    http://pasteall.org/pic/show.php?id=112848

    Played scene:

    http://pasteall.org/pic/show.php?id=112849

  • BishopBishop Posts: 147Member
    edited February 22 Answer ✓

    Yes,first model for example spaceship...with the number of polygons 5000 or more it's up to you how much you want details and use the normal map(baked from Hi-poly model) and this normal map you can use for lower levels of LOD..they look better, and it's not cost any polygons in addition.
    In Blender use Decimate modifier...it's faster
    I put there some example of what it looks like.
    p.s. if you don't use the zoom of a camera out/in for a player's ship. I think LOD is not required but maybe if you use the same model for enemy ships,then yes.

  • keltwookiekeltwookie Posts: 50Member

    Examples? Great ! ...huh... where are they?

  • BishopBishop Posts: 147Member
    edited February 22 Answer ✓

    LOD example if you not downloaded it
    https://github.com/kzest/GodotEngine-LOD-sample

  • keltwookiekeltwookie Posts: 50Member
    edited February 22

    "page not found"

    A huge bunch of thanks Bishop :smiley:

  • justinbarrettjustinbarrett Posts: 27Member

    that issue is camera clipping range...just fyi

  • keltwookiekeltwookie Posts: 50Member

    Okay, I just googlized and saw what you are talking about, I will search in this direction too, many thanks.
    Great to have experienced devs here :smiley: !

  • justinbarrettjustinbarrett Posts: 27Member

    it could be a number of issues, my first guess is that the clip near value is either too high or the scene and or model itself is too small...with cameras the larger the clipping range the more srtifacts you may find...e.g. a low clip near + a high clip far range is a lot of work for the engine...if you are doing large scenes it is often better to raise the clip near a little and for smaller scenes you can move it down a bit(you never want it at zero...) but when you lower the near clipping range you almost always want to lower the clip far range....this has been my experience, I do not have any classical training though....you can test this out in blender to see what I am talking about...press "n" in your 3d viewport and look for your "view" portion, inside will be clip ranges...if you move the camera close to your model you can adjust the start and end values to get a better feel for what I am referring to. I hope that helps...as I am also a new godot user I cannot recommend any specific settings...I also do not know the scale of your scene.

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