Hi, Everybody
I’ve stuck a bit in the situation with LODs. I have a forest in my scene and I want to optimize it. Each tree in the forest has 4 LODs. Since the playable area only in the center of the forest(see screenshot) I want so the trees wich are close to the player (green line) have all 4 LODs but the trees behind several rows of the closest trees(red line) have only 3rd and 4th LODs and never higher.
Is it possible to tune lods setting per mesh instance? Thanks!
The LOD system will automatically show high LODs for the trees near the player, and lower LODs for those further away. That’s how the system works
All you have to do, is make sure the LODs are working for a single mesh, and the rest happens automatically.
Yes, it’s possible to control LODs per instance, but it typically depends on the engine you’re using. In engines like Unreal, you can use HLODs or custom culling volumes to force lower LODs for distant instances. For finer control, you might need to use a blueprint or script to override LOD bias based on distance or zone.
But we can get control over custom LOD implementation to optimize game. Let’s say on 20m distance I want to se 2nd LOD of the tree, if the tree is in the front of the player and doesn’t cover by anything it’s ok, but if the tree are still 20 meters away from the player but covered by another several trees I don’t need to show to player detailed 2nd LOD I would show to him 3rd LOD because the tree is barelly visible behind the other tree. This is how the optimization works!
Thanks, I will try that out!
Yes, but you just set this up in the LOD settings for the mesh.
It’s not related to distance, but screen size.
You didn’t get what I said. How can I know in the
if a tree are covered by other trees ot no?
You can’t
If you want parts of trees to not be drawn when another tree is in front of it, then just use Nanite.
Nanite loads the system more to start with, but then handles this sort of thing more efficiently. You also then don’t need LODs.
It really depends how many trees you have and how high poly they are. Best to try some experiments.