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- .. _doc_mesh_lod:
- Mesh level of detail (LOD)
- ==========================
- Level of detail (LOD) is one of the most important ways to optimize rendering
- performance in a 3D project, along with :ref:`doc_occlusion_culling`.
- On this page, you'll learn:
- - How mesh LOD can improve your 3D project's rendering performance.
- - How to set up mesh LOD in Godot.
- - How to measure mesh LOD's effectiveness in your project
- (and alternatives you can explore if it doesn't meet your expectations).
- .. seealso::
- You can see how mesh LOD works in action using the
- `Occlusion Culling and Mesh LOD demo project <https://github.com/godotengine/godot-demo-projects/tree/master/3d/occlusion_culling_mesh_lod>`__.
- Introduction
- ------------
- Historically, level of detail in 3D games involved manually authoring meshes
- with lower geometry density, then configuring the distance thresholds at which
- these lower-detailed meshes should be drawn. This approach is still used today
- when increased control is needed.
- However, in projects that have a large amount of detailed 3D assets, setting up
- LOD manually can be a very time-consuming process. As a result, automatic mesh
- decimation and LOD configuration is becoming increasingly popular.
- Godot provides a way to automatically generate less detailed meshes for LOD
- usage on import, then use those LOD meshes when needed automatically. This is
- completely transparent to the user.
- The `meshoptimizer <https://meshoptimizer.org/>`__ library is used for LOD mesh
- generation behind the scenes.
- Mesh LOD works with any node that draws 3D meshes. This includes MeshInstance3D,
- MultiMeshInstance3D, GPUParticles3D and CPUParticles3D.
- Visual comparison
- -----------------
- Here is an example of LOD meshes generated on import. Lower detailed meshes
- will be used when the camera is far away from the object:
- .. figure:: img/mesh_lod_comparison_shaded.png
- :align: center
- :alt: From most detailed (left) to least detailed (right), shaded view
- From most detailed (left) to least detailed (right), shaded view
- Here's the same image with wireframe rendering to make the decimation easier to see:
- .. figure:: img/mesh_lod_comparison_wireframe.png
- :align: center
- :alt: From most detailed (left) to least detailed (right), wireframe view
- From most detailed (left) to least detailed (right), wireframe view
- .. seealso::
- If you need to manually configure level of detail with artist-created meshes,
- use :ref:`doc_visibility_ranges` instead of automatic mesh LOD.
- Generating mesh LOD
- -------------------
- By default, mesh LOD generation happens automatically for imported 3D scenes
- (glTF, .blend, Collada, FBX). Once LOD meshes are generated, they will
- automatically be used when rendering the scene. You don't need to configure
- anything manually.
- However, mesh LOD generation does **not** automatically happen for imported 3D
- meshes (OBJ). This is because OBJ files are not imported as full 3D scenes by
- default, but only as individual mesh resources to load into a MeshInstance3D
- node (or GPUParticles3D, CPUParticles3D, ...).
- To make an OBJ file have mesh LOD generated for it, select it in the FileSystem
- dock, go to the Import dock, change its **Import As** option to **Scene** then
- click **Reimport**:
- .. figure:: img/mesh_lod_obj_import.png
- :align: center
- :alt: Changing the import type on an OBJ file in the Import dock
- Changing the import type on an OBJ file in the Import dock
- This will require restarting the editor after clicking **Reimport**.
- .. note::
- The mesh LOD generation process is not perfect, and may occasionally
- introduce rendering issues (especially in skinned meshes). Mesh LOD
- generation can also take a while on complex meshes.
- If mesh LOD causes a specific mesh to look broken, you can disable LOD
- generation for it in the Import dock. This will also speed up resource
- importing. This can be done globally in the 3D scene's import options, or on
- a per-mesh basis using the Advanced Import Settings dialog.
- See :ref:`Importing 3D scenes <doc_importing_3d_scenes_using_the_import_dock>`
- for more information.
- Comparing mesh LOD visuals and performance
- ------------------------------------------
- To disable mesh LOD in the editor for comparison purposes, use the
- **Disable Mesh LOD** advanced debug draw mode. This can be done using the menu
- in the top-left corner of the 3D viewport (labeled **Perspective** or
- **Orthogonal** depending on camera mode):
- .. figure:: img/mesh_lod_disable_lod.png
- :align: center
- :alt: Disabling mesh LOD in the 3D viewport's top-left menu
- Disabling mesh LOD in the 3D viewport's top-left menu
- Enable **View Frame Time** in the same menu to view FPS in the top-right corner.
- Also enable **View Information** in the same menu to view the number of primitives
- (vertices + indices) rendered in the bottom-right corner.
- If mesh LOD is working correctly in your scene and your camera is far away
- enough from the mesh, you should notice the number of drawn primitives
- decreasing and FPS increasing when mesh LOD is left enabled (unless you are
- CPU-bottlenecked).
- To see mesh LOD decimation in action, change the debug draw mode to
- **Display Wireframe** in the menu specified above, then adjust the
- **Rendering > Mesh LOD > LOD Change > Threshold Pixels** project setting.
- Configuring mesh LOD performance and quality
- --------------------------------------------
- You can adjust how aggressive mesh LOD transitions should be in the root viewport
- by changing the **Rendering > Mesh LOD > LOD Change > Threshold Pixels** project
- setting. To change this value at run-time, set ``mesh_lod_threshold`` on the
- root viewport as follows:
- .. tabs::
- .. code-tab:: gdscript
- get_tree().root.mesh_lod_threshold = 4.0
- .. code-tab:: csharp
- GetTree().Root.MeshLodThreshold = 4.0f;
- Each viewport has its own ``mesh_lod_threshold`` property, which can be set
- independently from other viewports.
- The default mesh LOD threshold of 1 pixel is tuned to look *perceptually*
- lossless; it provides a significant performance gain with an unnoticeable loss
- in quality. Higher values will make LOD transitions happen sooner when the
- camera moves away, resulting in higher performance but lower quality.
- If you need to perform per-object adjustments to mesh LOD, you can adjust how
- aggressive LOD transitions should be by adjusting the **LOD Bias** property on
- any node that inherits from GeometryInstance3D. Values *above* ``1.0`` will make
- LOD transitions happen later than usual (resulting in higher quality but lower
- performance). Values *below* ``1.0`` will make LOD transitions happen sooner than
- usual (resulting in lower quality but higher performance).
- Additionally, ReflectionProbe nodes have their own **Mesh LOD Threshold** property
- that can be adjusted to improve rendering performance when the reflection probe
- updates. This is especially important for ReflectionProbes that use the **Always**
- update mode.
- .. note::
- When rendering the scene, mesh LOD selection uses a screen-space metric.
- This means it automatically takes camera field of view and viewport
- resolution into account. Higher camera FOV and lower viewport resolutions
- will make LOD selection more aggressive; the engine will display heavily
- decimated models earlier when the camera moves away.
- As a result, unlike :ref:`doc_visibility_ranges`, you don't need to do
- anything specific in your project to take camera FOV and viewport resolution
- into account.
- Using mesh LOD with MultiMesh and particles
- -------------------------------------------
- For LOD selection, the point of the node's :abbr:`AABB (Axis-Aligned Bounding Box)`
- that is the closest to the camera is used as a basis. This applies to any kind
- of mesh LOD (including for individual MeshInstance3D)s, but this has some implications
- for nodes that display multiple meshes at once, such as MultiMeshInstance3D,
- GPUParticles3D and GPUParticles3D. Most importantly, this means that all
- instances will be drawn with the same LOD level at a given time.
- If you are noticing incorrect LOD selection with GPUParticles3D, make sure
- the node's visibility AABB is configured by selecting the GPUParticles3D
- node and using **GPUParticles3D > Generate AABB** at the top of the 3D
- viewport.
- If you have instances in a MultiMesh that are far away from each other, they
- should be placed in a separate MultiMeshInstance3D node. Doing so will also
- improve rendering performance, as frustum and occlusion culling will be able to
- cull individual nodes (while they can't cull individual instances in a
- MultiMesh).
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