Training Stream - Hierarchical Level of Detail - Nov 15th - Live From Epic HQ

Someone on the Stream asked about HLOD LOD colorization not working. I checked in 4.14 when using the Viewmode > Level of Detail Colorization > HLOD Colorization

setup has two HLOD levels.

HLODColoration.gif

  • Green - Base meshes with HLOD proxy used.
  • Blue - HLOD Level 0
  • Yellow - HLOD Level 1
  • Addtional colors for additional LODs. These colors can be checked and set in the BaseEngine.ini file. Look for “HLODColoration=”

@Exdraz

If you’re rendering out a cinematic for the images you could just use r.ForceLOD and use a value from 0 to X for the LOD you want to force. By default it’s set to -1 which turns it off so that LODs work properly. Using a value of 0 will make all meshes uses Base LOD0 at all times.

From the Kite Demo video the biggest thing you notice there popping in is the shadow on the rock. Not the transition of the mesh. The rock has a noticable pop in shadow for one of them, is the distance for Cascaded Shadow Maps that was set for the dynamic light being about 1600 units. The pick flowery grass was a transition with the foliage fading in. The Kite Demo only uses grass foliage around the player camera so as you move through the world it’ll fade in and out as you move to stay near the player only and maintain performance. isn’t really an HLOD issue and falls more in line with Cinematic Rendering which would be good to post under the Rendering section of the Forums for a more involve conversation about techniques.