Process LOD2, not LOD0

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  • Official comment
    Support
    Hello,
     
    the InstaLOD window can configure what will be done with the resulting mesh of an InstaLOD operation. The result can be appended to the LOD chain, replace an existing LOD, or be saved as a new asset.
    But keep in mind the source model will always be LOD 0 when processing through the scene.
     
    When using the automated LOD system the base LOD can be selected in the Reduction settings, and it will work as the source mesh for the LOD.

    Thanks,
    Erhan
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  • Eric Pavey

    So this: "But keep in mind the source model will always be LOD 0 when processing through the scene."

    My goal (not sure if it's possible, but it's the current mission) is to take LOD2 of "assetA", and create a new "assetB" where that is now LOD0.  Looks like that isn't doable by instaLOD?  Since it always operates on LOD0?

    Also, it seems instaLOD won't generates chains of lower lods? It only generates one at a time?  As a new user, I'm just trying to understand it's expected usage:  Is the idea the user takes an asset with only LOD0, uses instaLOD to generates LOD1 and 'append to LOD chain'.  Adjusts the settings, generates LOD2 & append, adjusts the settings, generates LOD3 & append, etc?  I can't seem to find an option that 'generates LOD's 1-5', for example.

    Also welcome to any additional Unreal documentation on this: The only thing I've found is:

    https://instalod.com/gettingstartedwithue2018/

    Which doesn't go into too much detail on anything.

    thanks

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  • Support

    Hello,

    Generally, all InstaLOD integrations for DCC tools and 3D Engines work in the same way: select your object, configure the operation you want to do, and press the execute button. Most of the workflows described in our documentation and our YouTube videos apply to all integrations, depending on the capabilities of the platform. 

    If you work with the InstaLOD for Unreal Engine window tool, you can't, as you already understood correctly, create LOD chains. LOD chains can be created through the automated LOD system. And the source mesh will always be LOD0.

    Our python wrapper is not production-ready yet, but there might be some feasible workarounds. Is it possible to extract a specific LOD from BluePrint/Python? If yes, then it might be possible to export it as an FBX and process it through our command-line application, InstaLOD Pipeline, and reimport the result. 

    Thanks,

    Erhan

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  • Eric Pavey

    "you can't, as you already understood correctly, create LOD chains. LOD chains can be created through the automated LOD system."  

    This is a little confusing to me: 

    • Are you saying there is a way via InstaLOD to create chains via an 'InstaLOD automated system'? 
    • Or are you referring to Unreal's automated system of making lod chains, via it's 'LOD Groups'? (which I am familiar with)

    "Is it possible to extract a specific LOD from BluePrint/Python?" 

    Based on my research of both, I can't find any hooks that do this.  You can duplicate assets, and you can remove lower lods from them, but you can't remove 'upper' lods / extract a specific one.

    Regardless, I have a good workaround in place for all of this, but it still requires Python scripting InstaLOD to 'do the work' during our asset (re)import process.  Having to make a dummy level, drag in a StaticMesh Asset for processing & select it's Actor, manually open the IinstaLOD UI, configure it, and 'press the button' is a pretty limiting factor for automation.

    Currently talking with my engineering team to see if they can expose those Python hooks for me.

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  • Support
    Hello Eric,

    Yes, I was referring to Unreals automated LOD system with LOD Groups. If InstaLOD for Unreal Engine configuration is correct, Unreal Engine will use InstaLOD's optimizer to process the meshes.

    I'll make sure we have a python interface available that lets you select the base LOD, and that provides the same options as the InstaLOD window to proceed with the result.

    Thanks,
    Erhan
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