Hierarchical LODs issues and docs
So, i am using HLODs in one of my levels. Its enabled and i built some clusters manually, each containing around 10-40 meshes.
Update: Some more details.
nice answer, but not so fast :)
1) The problem with the material merging is not that the details are reduced, that is completely clear to me. The issue is more that somehow the UVs are not correctly translated to the new textures. See and samples. and no, they shouldnt look that way ;)
2) For the clustering, i understand that what i want SHOULD be possible. A simple explanation: I have 3 houses, each consisting of various meshes. In LODLevel 0 i want each of them to be an own cluster, to reduce draw calls a bit. In LODLevel 1 i want all 3 of them to be one cluster, so all 3 of them are merged into one Proxy mesh. As of now this is not possible. If i select any mesh that is already contained in any other cluster in any other LODLevel, it tells me that its clustered and doesnt let me build the cluster. Maybe this only works when automatically building clusters? But this cant be as intended then
3) Just to be sure, with 4.13 there are optimizations in that materials are more or less instanced (as i understand under special occasions, i.e. when in the same HLOD cluster, and not really generally, or..?), so if i have the same material 10 times in the cluster it wont make multiple draw calls but just one (or at least a reduced number)? That would indeed be great to preserve some details and save draw calls
Fret not because documentation for this feature is coming very soon!
In the meantime here are some answers/suggestions for using HLODs.
In general, if you hover over the option you will get a Tooltip that gives a basic rundown of what it should do. :)
I'm fairly certain this has been fixed in 4.13, but if you have a list of repro steps for the crash please post this in the Bug Reports section of AnswerHub and make sure to include the Call Stack from the crash along with the project logs when the crash happened.
HLOD can support multiple LODs setup as long as there is something to be clustered together. For instance, if I were to take a small area that is densley packed with some boxes or whatever type of mesh and then used the default cluster settings I would only get a single LOD because any additional ones would not be needed. If i lower the cluster generation setting for Desired Bound Radius I can generate more clusters for different HLODs in a smaller area.
Materials can be a problem depending on how they are setup. HLODs will create a texture atlas for merged materials that does not adhere to what they previously had setup. This is intended because you can't merge the meshes and have translucent act like translucent with an opaque one in the same material. The HLOD is meant to have a lower detailed material that is simpler since it is only referencing the textures and any additional settings for things like roughness, metallic, emissive, etc. If you need the HLOD to use it's own material for the mesh the best option is to Uncheck the option for Merge Materials. 4.13 has an improvement here that creates instances to make this more performant as well.
I hope this helps.
answered Aug 23 '16 at 06:47 PM
Tim Hobson ♦♦ STAFF
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