Lets you associate multiple versions of some geometry to be replaced based on distance in a game engine. This lets you produce a high-quality version of a model for up-close and a low-quality version for far-away, with multiple versions in between.
The new object is added to the bottom of the lodGroup’s hierarchy.
You can also re-order a group by selecting Edit > Level of Detail > Ungroup. Re-order the objects and create a new group.
You can preview different objects at the same time to compare them.
The node’s attributes are displayed in the Channel Box. Each Display Level has three possible settings: uselod, show, and hide.
Level of Detail displays one child of a level of detail group, depending on the group’s distance to a camera. For perspective cameras, this means measuring the distance between the camera position to the center of the bounding box of the group.
For orthographic cameras, the distance is measured differently. This is because zooming, panning, and dollying in an orthographic view does not change the camera position, but instead changes the camera’s orthographic width. So the distance is measured as:
distance = (default camera distance) * (camera’s orthographic width)/(default orthographic width)
Substituting Maya’s default values in this equation results in the following:
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