I’ve made grass for our game, but I’m having issues with the LODs. They don’t switch to LOD 0 until way too close. I’ve turned off auto compute and messed with the screen size settings, but I guess I don’t really understand what exactly that does. Setting the settings both to really high and really low don’t seem to make all that much difference. I was also somewhat considering make an LOD with basically 0 verts so the grass disappears after far enough away. I don’t think I can do culling since it is a BP, so was my idea for a work around. Can someone help explain how to use and tweak them correctly?
-have you placed the grass with the foliage tool?
-in 4.7 the grass fades out -> so you dont need a 0 verts LOD, but basically LOD’s are here to just decrease the amount of verts over the distance. After they are out of view, you could just cull them with a culling volume
With the screen size you normally change the distance of the LOD’s -> so when they should be displayed ![]()
I did try the foliage tool, but it was the same issue. Although in the end we can’t use that anyways. We need to be able to remove in game each tuft of grass, which you can only select the entire instance with the foliage tool. I’m just unsure exactly how the screen size setting equates to LOD distance
I dont know how exactly it works with the distance (I always just test my settings), but the difference between the LOD channels must be at least 0.1 ![]()
It’s easier to get your head around if you think of LOD’s in terms of a fixed value as it relates to screen resolution.
At full resolution Item A will be X and Y in size occupying visual space. If at 1900 X 1080 and the space that the element occupies is less than say 256 X 256 then the next LOD in line kicks in. Since screen resolutions is not a fixed value then it needs to be done as a percentage which is super easy to do if the object is large enough. You just need to move back to the point you want LOD 1 to kick in and just keep changing the percentage until it kicks in.
But there is a problem, I think.
When dealing with smaller object or foliage it seems that the LOD system can not handle smaller values to the 4 place so although it is a valid value the LOD just does not kick in the way larger objects do.
Easy to test by scaling up your foliage to super size and if the LOD’s kick in then it’s a bug but yeah I found smaller object LOD’s to be a pain. 