Lexia Moonstone Posted May 21, 2015 Share Posted May 21, 2015 Hello, really new at mesh. I'm using blender to make some parts for a hud, do I even need to worry about the LOD levels for mesh objects used in a hud? Link to comment Share on other sites More sharing options...
Aquila Kytori Posted May 21, 2015 Share Posted May 21, 2015 hi No As the distance from the Viewer to the HUD is fixed there won't be any LOD switching. See Obvious's post below. Link to comment Share on other sites More sharing options...
ObviousAltIsObvious Posted May 21, 2015 Share Posted May 21, 2015 Lexia Moonstone wrote: Hello, really new at mesh. I'm using blender to make some parts for a hud, do I even need to worry about the LOD levels for mesh objects used in a hud? there has actually been an ongoing issue with some popular products with mesh HUD attachments. test carefully to make sure that touch surfaces work properly with level of detail at a full range of settings (down to 1.0 at least), some builders have been neglecting this and forcing users to use higher settings for no good reason. Link to comment Share on other sites More sharing options...
Aquila Kytori Posted May 21, 2015 Share Posted May 21, 2015 Hi Seems I answered the question without properly understanding the problem , my bad. Could you explain a little more why if the mesh HUD is fixed to the viewer its not always using the High LOD mesh ? Or is it something special about allocating the touch surfaces ? Link to comment Share on other sites More sharing options...
ChinRey Posted May 21, 2015 Share Posted May 21, 2015 Aquila Kytori wrote: Could you explain a little more why if the mesh HUD is fixed to the viewer its not always using the High LOD mesh ? One plausible explanation is the way mesh loads. A mesh is first loaded as a default high poly cube or torus, this is then replaced by the lowest LOD model, then the low LOD model and so one until it gets to the model it's supposed to have. It's quite common for a mesh to get stuck at a lower LOD level than it should have though and that may be what happens with mesh HUDs Link to comment Share on other sites More sharing options...
Lexia Moonstone Posted May 28, 2015 Author Share Posted May 28, 2015 ObviousAltIsObvious wrote: Lexia Moonstone wrote: Hello, really new at mesh. I'm using blender to make some parts for a hud, do I even need to worry about the LOD levels for mesh objects used in a hud? there has actually been an ongoing issue with some popular products with mesh HUD attachments. test carefully to make sure that touch surfaces work properly with level of detail at a full range of settings (down to 1.0 at least), some builders have been neglecting this and forcing users to use higher settings for no good reason. Thanks That's good to know to test that way. Do you think it because of the physics settings of the lower LODs? I have a plane for buttons divided in to 6 materials/buttons, I noticed that at the highest level of default physics there's 2 triangles for each button, and at lower LODs this drops to just one triangle over just one of the buttons. This makes me wonder if the touch issue is related to the physics shape? If so then this can be seen in the down load preview window, which would save a lot of time and testing. I'm thinking I could just upload 2 triangle plane for the physics shape, to cover the area of all the buttons, but here I'm wondering if the touches would then detect each material/face or just the whole area of the physic shape as one button? I'll test this when I get the chance. Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now