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  • replied
    Does anyone have any ideas why Desired Bound Radius has no effect in Hierarchical LOD when working on a sub-levels, if i open the sub-level on its own it all works ok.

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  • replied
    I tried to use this system, but in auto - it's crushed in 100% cases (4.14.3). In manual - 50 %: one normal, second - crush. I know that it's must not use with decals, blueprint and all not mesh - absolutely crushing. finally it's begin to crush on manual with a few mesh - I'm very sad and crushed too. I had high hopes for this feature for optimization and I like how it must work

    :cry:

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  • replied
    This HLOD system never seemed to get off the ground for me.. i always run into issues.... ever since it was first included... and even today im having issues in 4.13....

    Crashing editor issues for certain areas when i generate proxy mesh..

    https://answers.unrealengine.com/que...sublevels.html

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  • replied
    Originally posted by KVogler View Post
    Awesome
    One I have already: How is collision handled for the HLOD mesh. (Couldnt find a word on it in the docs)
    Just like Static Meshes you have a couple of ways to go about this.

    - You can use the option for "Merge Physics Data". This will take any existing collision primitives and merged them all together in the HLOD settings under Mesh Generation settings > Merge Settings > Merge Physics Data.
    - Alternatively, you can open the generated proxy mesh and enable Per-Poly collision for this mesh if you'd like or re-generate collision using the auto-convex collision window, like any other static mesh. Now that we have the option in 4.14 to decimate a mesh within the editor without a third-party plugin. If you wanted to use per-poly collision instead of simple collision primitives, I would suggest taking the proxy mesh and decimating it down for a LOD for your HLOD proxy in the static mesh editor (confused yet?!) and assigning that lower poly LOD as your collision mesh with the options under the static mesh settings for "LOD for Collision".

    Definitley a good question and for susinctness can you post your question over in the Stream thread as well so that Ian and Alex make sure this is seen and hopefully covered.

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  • replied
    Come check it out and bring your questions!
    Awesome
    One I have already: How is collision handled for the HLOD mesh. (Couldnt find a word on it in the docs)

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  • replied
    We have a training stream this upcoming Tuesday November 15 for HLODs! Come check it out and bring your questions!

    https://forums.unrealengine.com/show...e-From-Epic-HQ

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  • replied
    Originally posted by KVogler View Post
    [MENTION=35475]6r0m[/MENTION]

    And here is the doc for it now

    https://docs.unrealengine.com/latest...LOD/index.html
    Awesome!

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  • replied
    [MENTION=35475]6r0m[/MENTION]

    And here is the doc for it now

    https://docs.unrealengine.com/latest...LOD/index.html

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  • replied
    KVolger, Tim Hobson

    Thank you very much! Now it's very clear and great feature for me).

    Knowledge by this thread is enough for wiki page/documentation, I think

    If some moderator copy/past this - in the future students will appreciate this too!

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  • replied
    Originally posted by 6r0m View Post
    Thank you for answer.
    Can you explain a little bit why we should use this feature (may be when), how much performance it's give and on the fingers - HLOD it's LOD inside LOD?
    Klaus is right.

    LODs for individual meshes allow you to have set quality levels for decimation of the mesh so that it's less triangle heavy. So if you open the Static Mesh editor you can import manually separate LODs, use a decimation tool like Simplygon in the editor, or have these already included with your import of your FBX from your modeling application.

    Click image for larger version

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    HLODs allow you to clump actors together based on values entered into the HLOD Outliner's LODs. The cluster generation settings allow you to specify how the bounds for these generate clusters are formed throughout the level. After you generate clusters and then finalize with the Generate Proxy Meshes you will end up with something like this:

    This requires no setup in the original Static Mesh for LODs. You get static meshes that are individual actors initially like here:

    Click image for larger version

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    After you've generated the HLODs and you back the camera away to the specified screen size you get the switch to the HLOD, which is just the combined actors, in this case the two chairs and table.

    Click image for larger version

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    This HLOD actor can be opened on it's own in the static mesh editor. It's now it's own asset that is tied to the HLOD generation settings to know when it should transition for the other actors. This is a great way to reduce draw calls and regain performance in dense environments. HLODs just make use of clumping actors together at different distances and in that regard is separate than mesh reduction/decimation techniques.

    In 4.13 and previous versions HLODs were not decimated, which means they could still be vert heavy unless you had a license for Simplygon. In 4.14 Epic has made their own decimation tool for mesh reduction, so you can open the HLOD asset and setup separate LODs to reduce the vert count.

    Performance wise, you should make use of both HLOD and LODs, especially for densely packed environments where you need to save on performance by reducing drawcalls.

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  • replied
    HLOD it's LOD inside LOD?
    The way I understand it, it allows you to group items together as a lod level.
    The difference being:

    LOD:
    Several versions of one mesh, when you come closer, the better the version you see.
    Imagine several meshes of a hut, forming a small village.
    At a distance, the meshes are at their lowest LOD.
    While we may have dropped all the weight of complicated materials in this LOD, alas, it is still at least one drawcall per mesh.

    HLOD:
    Same situation as above, but you group the hut meshes HLOD style (however that will work), and you create a LOD mesh that contains the whole village a one mesh with super low details.
    At distance, the individual hut meshes are dropped and the mesh of the whole vilage takes over.
    Et voila: only one drawcall and you still see that there is a settlement in the distance....

    Please, please correct me if I got the concept wrong
    Last edited by KVogler; 10-31-2016, 02:31 PM.

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  • replied
    Originally posted by Tim Hobson View Post
    Unfortunately, I would have to use my own personal time and not work-time for this at the moment. I don't have a lot of free-time these days to do a proper video-tutorial outside of work.

    The post I made above about setting up and using HLODs. I've added some pictures to at least show how to enable it from the World Settings and th open the HLOD Outliner window. Beyond that the steps for the settings should help you get started inside this window. If you have specific questions you can post them here and I'll help when I can.
    Thank you for answer.
    Can you explain a little bit why we should use this feature (may be when), how much performance it's give and on the fingers - HLOD it's LOD inside LOD?

    Leave a comment:


  • replied
    Originally posted by 6r0m View Post
    please give video tutor by delay reason)
    Unfortunately, I would have to use my own personal time and not work-time for this at the moment. I don't have a lot of free-time these days to do a proper video-tutorial outside of work.

    The post I made above about setting up and using HLODs. I've added some pictures to at least show how to enable it from the World Settings and th open the HLOD Outliner window. Beyond that the steps for the settings should help you get started inside this window. If you have specific questions you can post them here and I'll help when I can.

    Leave a comment:


  • replied
    please give video tutor by delay reason)

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  • replied
    Originally posted by joshezzell View Post
    Any ETA on HLOD documentation being added? This system can be quite confusing even after reading up on the basics as detailed by Tim's post above. Also, did that live stream ever happen? This would be a great topic to cover in a stream. We keep hearing how great it is for Paragon. Our team is trying to get it setup for our open world RPG and it's driving some of us nuts.
    We have UEDOC-1611 for reference with this task. It's partly there, but hasn't been finalized yet. Sorry about the delay!

    In the meantime, if you have questions about the system feel free to post them here and tag me. I'll help where I can with your questions.

    Leave a comment:

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