# rdTools

**URL:** <https://forums.unrealengine.com/t/rdtools/129091>\
**Category:** UE Marketplace\
**Tags:** unreal-engine, fab\
**Created:** [July 23, 2019, 6:20pm UTC](https://forums.unrealengine.com/t/rdtools/129091 "2019-07-23T18:20:21Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [July 23, 2019, 6:20pm UTC](https://forums.unrealengine.com/t/rdtools/129091/1 "2019-07-23T18:20:21Z")

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> This is the support area for the rdTools on the UE Marketplace.
> 
> Please feel free to ask any questions or suggest feature improvements here.
> 
> Documentation, Tutorials and more information can be found on the recourse website at:
> 
> [rdLODtools](https://rdlodtools.recourse.nz)  
> [rdTexTools](https://recourse.nz/index.php/rdtextools/)  
> [rdMeshTools](https://recourse.nz/index.php/rdmeshtools/)  
> [rdInst](https://recourse.nz/index.php/rdinst-home/)  
> [rdBPtools](https://recourse.nz/index.php/rdbptools/)

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<div class="post-metadata">

**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [August 7, 2019, 7:21pm UTC](https://forums.unrealengine.com/t/rdtools/129091/2 "2019-08-07T19:21:42Z")

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Version 1.1 is now out. New Features are listed in the Change Log . UE4 versions 4.20 - 4.22 are now supported.

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**Author:** ![anonymous\_user\_2709d010](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2709d010](https://forums.unrealengine.com/u/anonymous_user_2709d010)\
**Post date:** [August 28, 2019, 7:27pm UTC](https://forums.unrealengine.com/t/rdtools/129091/3 "2019-08-28T19:27:29Z")

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New versi0n does not download from Marketplace, only 1.0.1

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**Author:** ![anonymous\_user\_2709d010](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2709d010](https://forums.unrealengine.com/u/anonymous_user_2709d010)\
**Post date:** [August 28, 2019, 8:06pm UTC](https://forums.unrealengine.com/t/rdtools/129091/4 "2019-08-28T20:06:45Z")

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Thanks, I got the new version, great service!!

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**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [September 13, 2019, 6:48pm UTC](https://forums.unrealengine.com/t/rdtools/129091/5 "2019-09-13T18:48:35Z")

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Version 1.2 has now been released. New Features and changes are listed in our Trello page. 4.20-4.23 are now supported.

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**Author:** ![JohnADaniels](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnadaniels/32/1080686_2.png) [@JohnADaniels](https://forums.unrealengine.com/u/JohnADaniels)\
**Post date:** [January 11, 2020, 6:27pm UTC](https://forums.unrealengine.com/t/rdtools/129091/6 "2020-01-11T18:27:20Z")

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I think one of the biggest performance gains comes from setting up the “Screen Size” manually but it takes forever if you have a lot of meshes to change. Does this does automate that process or does it auto create the “Screen Size”? Can you set the “Screen Size” to be more aggressive for each LOD in your tool?

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**Author:** ![JohnADaniels](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnadaniels/32/1080686_2.png) [@JohnADaniels](https://forums.unrealengine.com/u/JohnADaniels)\
**Post date:** [March 1, 2020, 2:47pm UTC](https://forums.unrealengine.com/t/rdtools/129091/7 "2020-03-01T14:47:02Z")

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Hello, Would like to say this is an amazing tool that save sooo much time! I went to use the tool today and the material was gray, and inside the Inside M\_rdLODMaster is gives an error.  
I have tried uninstalling the plug-in and then reinstalling but that did not help. Can you think of any reason this is happening?

Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name=“MaterialGraphNode\_21”  
Begin Object Class=/Script/Engine.MaterialExpressionMaterialFunctionCall Name=“MaterialExpressionMaterialFunctionCall\_4”  
End Object  
Begin Object Name=“MaterialExpressionMaterialFunctionCall\_4”  
MaterialExpressionEditorX=-1936  
MaterialExpressionEditorY=272  
MaterialExpressionGuid=671E22384CD02AA7568045A75DA6329E  
Material=PreviewMaterial’"/Engine/Transient.M\_rdLODMaster"’  
End Object  
MaterialExpression=MaterialExpressionMaterialFunctionCall’“MaterialExpressionMaterialFunctionCall\_4”’  
NodePosX=-1936  
NodePosY=272  
NodeGuid=BC827EF04D4BCA4216087DB9174F54CC  
End Object

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<div class="post-metadata">

**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [March 31, 2020, 8:05pm UTC](https://forums.unrealengine.com/t/rdtools/129091/8 "2020-03-31T20:05:42Z")

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> [@JohnADaniels](#):
>
> I think one of the biggest performance gains comes from setting up the “Screen Size” manually but it takes forever if you have a lot of meshes to change. Does this does automate that process or does it auto create the “Screen Size”? Can you set the “Screen Size” to be more aggressive for each LOD in your tool?

\<Answer copied from Marketplace Q&A\> Hi JohnADaniels,  
Yes I agree that the screen-size adjustments can take a bit of tweaking to get right - rdLODtools has an option to specify the screen size of the new LODs and remembers the last settings you used so it’s a matter of trying it, if it needs to be adjusted open the rdLODtools window again and just change the screen size option and regenerate. I may add some more options in the future for adjusting all LOD screen sizes at once.

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<div class="post-metadata">

**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [March 31, 2020, 8:09pm UTC](https://forums.unrealengine.com/t/rdtools/129091/9 "2020-03-31T20:09:26Z")

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> [@JohnADaniels](#):
>
> Hello, Would like to say this is an amazing tool that save sooo much time! I went to use the tool today and the material was gray, and inside the Inside M\_rdLODMaster is gives an error.  
> I have tried uninstalling the plug-in and then reinstalling but that did not help. Can you think of any reason this is happening?
> 
> Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name=“MaterialGraphNode\_21”  
> Begin Object Class=/Script/Engine.MaterialExpressionMaterialFunctionCall Name=“MaterialExpressionMaterialFunctionCall\_4”  
> End Object  
> Begin Object Name=“MaterialExpressionMaterialFunctionCall\_4”  
> MaterialExpressionEditorX=-1936  
> MaterialExpressionEditorY=272  
> MaterialExpressionGuid=671E22384CD02AA7568045A75DA6329E  
> Material=PreviewMaterial’“/Engine/Transient.M\_rdLODMaster”’  
> End Object  
> MaterialExpression=MaterialExpressionMaterialFunctionCall’“MaterialExpressionMaterialFunctionCall\_4”’  
> NodePosX=-1936  
> NodePosY=272  
> NodeGuid=BC827EF04D4BCA4216087DB9174F54CC  
> End Object

Hi John,  
It looks like the Material Functions are missing - they should be in projects “Content/rdLODtools/MaterialFunctions” folder. If they are missing, you could create a new billboard LOD for a mesh which should then copy the functions back.

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**Author:** ![KernalPanic](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KernalPanic](https://forums.unrealengine.com/u/KernalPanic)\
**Post date:** [June 21, 2020, 8:04am UTC](https://forums.unrealengine.com/t/rdtools/129091/10 "2020-06-21T08:04:22Z")

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Hi there, I noticed in one of the questions posted on the marketplace asking about the possibility of implementing the Octahedral Impostor system that Ryan Brucks worked on. Is that something you still plan on putting in 1.3 or 1.4?

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<div class="post-metadata">

**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [June 22, 2020, 7:44am UTC](https://forums.unrealengine.com/t/rdtools/129091/11 "2020-06-22T07:44:20Z")

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> [@KernalPanic](#):
>
> Hi there, I noticed in one of the questions posted on the marketplace asking about the possibility of implementing the Octahedral Impostor system that Ryan Brucks worked on. Is that something you still plan on putting in 1.3 or 1.4?

Hi KernalPanic, yes I would still like to work on this, but in version 1.4 rather than 1.3.

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**Author:** ![anonymous\_user\_b537cab31](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b537cab31](https://forums.unrealengine.com/u/anonymous_user_b537cab31)\
**Post date:** [October 13, 2020, 12:39pm UTC](https://forums.unrealengine.com/t/rdtools/129091/12 "2020-10-13T12:39:13Z")

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Hello, I just bought your plugin and tried it out and it has been working great!

The only issue I find, is that my billboards are overly lit green sometimes when I get close to the billboard (when it’s still the billboard LOD.).

I have the Sunhandler in my scene, and enabled fake lighting which fixed the issue from a distance.  
But still when I get closer they become really bright green, even with Gamma set to 0.

Do you know how to fix that, because your plugin is the perfect solution for creating fast billboard lods in UE4!

Here is a gif so you can see.

After compressing the gif i noticed you can’t really see it… so if you want some screenshots i’ll happily provide them.

EDIT:  
After i turned around the camera, it seems all of the billboards are white for some reason?  
Here’s a screenshot

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**Author:** ![Kingtem](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kingtem](https://forums.unrealengine.com/u/Kingtem)\
**Post date:** [November 26, 2020, 7:15am UTC](https://forums.unrealengine.com/t/rdtools/129091/13 "2020-11-26T07:15:30Z")

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Hi, any news about version 1.3 and 1.4?

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [January 19, 2021, 8:47pm UTC](https://forums.unrealengine.com/t/rdtools/129091/14 "2021-01-19T20:47:39Z")

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> [@RecourseDesign](#):
>

Hi Recourse

Sometimes I try to make billboards and just get a pink mesh:

 ![Screenshot_2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/e/2/e283dcafd087be2632ae34a79307a50523725032.jpeg)  
Do you have any idea?

Many thanks 🙂

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<div class="post-metadata">

**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [January 20, 2021, 11:01pm UTC](https://forums.unrealengine.com/t/rdtools/129091/15 "2021-01-20T23:01:41Z")

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> [@ClockworkOcean](#):
>
> Hi Recourse
> 
> Sometimes I try to make billboards and just get a pink mesh:
> 
> ![Screenshot_2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/e/2/e283dcafd087be2632ae34a79307a50523725032.jpeg)  
> Do you have any idea?
> 
> Many thanks 🙂

Hi ClockworkOcean,

That can happen when rdLODtools can’t find any textures in the meshes materials.

You can still create a billboard from it though - when you create the billboard, tick the “Bake Lighting” option - that will then use the original materials while rendering.

The ‘Bake Lighting’ option uses the lighting you are using in the Mesh Editors ‘Preview Scene’ - it is best if you turn the ‘Directional Light Intensity’ down to 0, set the ‘CubeMap’ to Null and make sure the ‘Sky Lighting’ is enabled, bright white and set to about 2.0.

If you’re creating a static scene with static lighting - you can bake the lighting in by using the ‘Directional Light’ in the Preview Scene, and altering the SkyLight color can create some interesting results too.

Remember to set them back after creating the Billboard…

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [January 21, 2021, 10:08am UTC](https://forums.unrealengine.com/t/rdtools/129091/16 "2021-01-21T10:08:14Z")

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> [@RecourseDesign](#):
>
> Hi ClockworkOcean,
> 
> That can happen when rdLODtools can’t find any textures in the meshes materials.
> 
> You can still create a billboard from it though - when you create the billboard, tick the “Bake Lighting” option - that will then use the original materials while rendering.
> 
> The ‘Bake Lighting’ option uses the lighting you are using in the Mesh Editors ‘Preview Scene’ - it is best if you turn the ‘Directional Light Intensity’ down to 0, set the ‘CubeMap’ to Null and make sure the ‘Sky Lighting’ is enabled, bright white and set to about 2.0.
> 
> If you’re creating a static scene with static lighting - you can bake the lighting in by using the ‘Directional Light’ in the Preview Scene, and altering the SkyLight color can create some interesting results too.
> 
> Remember to set them back after creating the Billboard…

Much appreciated! 🆒

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<div class="post-metadata">

**Author:** ![RatByteOfficial](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RatByteOfficial](https://forums.unrealengine.com/u/RatByteOfficial)\
**Post date:** [January 29, 2021, 8:14am UTC](https://forums.unrealengine.com/t/rdtools/129091/17 "2021-01-29T08:14:35Z")

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Try to load your plugin for 4.26 but it is not listed if i need to select a slot for plugin

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<div class="post-metadata">

**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [January 31, 2021, 8:26pm UTC](https://forums.unrealengine.com/t/rdtools/129091/18 "2021-01-31T20:26:52Z")

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> [@RatByteOfficial](#):
>
> Try to load your plugin for 4.26 but it is not listed if i need to select a slot for plugin

Hi RatByteOfficial - Is it possible rdLODtools is already installed for 4.26 - did you search for it in the UE plugins window? If it’s not there, maybe there was a problem with the website, you could maybe try installing it again? I’ve tested multiple times and haven’t had any issues…

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<div class="post-metadata">

**Author:** ![GX234](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GX234](https://forums.unrealengine.com/u/GX234)\
**Post date:** [February 20, 2021, 4:54pm UTC](https://forums.unrealengine.com/t/rdtools/129091/19 "2021-02-20T16:54:20Z")

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Hello, can you show how this asset can be used on a building ?  
I bought the asset yesterday and tested it on my forest, but the result was a very large decrease in FPS.  
Now I’m testing it on a building but the result is very bad.

rdLODtools

Original

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<div class="post-metadata">

**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [February 20, 2021, 7:37pm UTC](https://forums.unrealengine.com/t/rdtools/129091/20 "2021-02-20T19:37:27Z")

</div>

> [@Jony6234](#):
>
> Hello, can you show how this asset can be used on a building ?  
> I bought the asset yesterday and tested it on my forest, but the result was a very large decrease in FPS.  
> Now I’m testing it on a building but the result is very bad.
> 
> rdLODtools
> 
> Original

Hi Jony6234, The only way the extra LODs would decrease FPS is if you have removed intermediate LODs before the Billboard/Planar LODs and UE4 is rendering the LOD0 at further distances. You’ll need to just remove the lowest LOD’s and replace the “Screen Size” they were at. E.G if the lowest LOD in the mesh was at about 0.3 - make sure you specify 0.3 for the Billboard LOD once you have removed that one. The higher the ScreenSize, the closer the LOD appears.

Regarding the Building - the LODs for that should be created as Billboard rather than Planar.

I hope this helps,  
Richard.

[Next page](https://forums.unrealengine.com/t/rdtools/129091.md?page=2)
