Level Of Details for Blender 2.8 Eevee (LoDs)
Having Level of Details (LoDs) in Blender 2.8 Eevee would really be beneficial for bigger scene. One can easily setup LoDs like it used to be in Blender 2.79b BGE and use it in Cycles, but that feature is no longer there in Blender 2.8.
It could work really well with Particle Instances and Also with the Particle Instance modifier, and also anything that has duplicates all over the scene. Anything close is higher resolution and the resolution diminish based on distance.
UE4 and Unity as well as BGE has LoDs, I am sure most other 3D engines also have LoDs since its a means to boost performance.
This would greatly impact viewport & render speed for both Eevee & Cycles.
Please, please, pretty please, make this happen because if I could code, I would, but I can't :S
I would really like to include LoDs for my new product on the Blender Market...
Thanks Jeannot Landry
12 Comments
I'm working on a render-engine neutral LOD addon. The project has been idle while to much changed in 2.8. Just now picking it up again. Features will include workflow for taking any object and putting it in a lOD fixture. Switching between LOD's, locking to proxy-level for non-selected (speeds up scene work) and finally LOD selection depending on distance to active camera. But this is just the start ... ?
* @jonas.printzen * Nice one. There is one LOD addon on the market place I've purchased and used, but it's all very manual and good for static objects (and not good for particles, armatures and tessellation detail distance LOD systems). It is a start though! What is the workflow? Do share more!
* @jonas.printzen * Lately, I've been managing my assets by creating a collection for each one, and then a collection of collections for groups. Then I've been linking the collections into another scene to render them (using collections for this, rather than proxy objects, allows me to include multiple objects in one asset, for example I have a mushroom and a point light to make it glow.
So if you're making an LOD addon, please consider this workflow. I think it's the most efficient way to work! And I think it might be easier to switch which collection is being instanced than to switch the visibility of an object or change out its data.
Anyhow, I'm sure it's all gonna change when asset management and dynamic overrides are in place. If I knew where a roadmap for those features were, I'd send you a link. Good luck!
Indeed, this is a really useful feature for game developers to test out LODs before sending them over to a game engine. It always kind of bothered me that you have to switch to the BGE to use LODs. I bet it could be done either as a modifier, or as a setting in the object properties.
* @Xury Greer * It's useful for animation too [LOD in Maya] look at this
It's been over a year since this was proposed, and it's as important now as it was then. We're working on scenes in both EEVEE and Cycles with thousands of characters. The render times get really crazy. Having an LOD system in Blender would allow us to ensure that only the characters close to the camera get the extra geometry. Thanks for the consideration!
* @steve * There's a semi-recent post in devtalk about this that also has an addon for managing it.
Would be nice to have the option also to generate LOD meshes and textures by object automaticaly.
Yes please. I can imagine most scenes bogging even the best video cards down with Eevee, these kinds of optimizations (and more with the Interactive mode) needs to be implemented and on tap.
On day the Gameengine come back.
Please i need this feature for export LOD groups to Unreal Engine. Some news?
You can put this video in your proposal LOD in Maya for an example.