Feature Request List/Notes: [See Attached image for details]
-This will allow for a more streamlined/controlled LOD optimization without the need to switch methods on subsequent LODs.
-This will allow for a more optimal/efficient reduction by ignoring mesh objects or groups based on naming conventions
-Should be able to work with "*", as in shown example, thereby not needing to list explicit mesh names, enabling use of prefixes/suffixes.
-Excluded meshes work on a per LOD level, user can enable/disable any LOD checkbox per selected 'Excluded Object' item
-Explicit mesh or groups can also be added based on selection -Excluded meshes are removed from the LOD hirearchy by default
-If "Remove Excluded Mesh From Hirearchy" checkbox is turned off, optimization on specified 'Excluded Objects' is ignored, mesh is kept at same resolution on subsequent LODs.
-Creates a 'water tight' mesh specified by max triangle count
-Typically these are low polygonal meshes intended for far distances, so a triangle limit is most appropriate
-Multiple materials are consolidated into 1, for reduced draw calls in engine.
-After geometry remesh, auto-generate UVs and rebake connected/specified maps onto a new shader [ UI borrowed from 'Transfer Maps' ]
-Add 'Specular Color' projection support
-For this option to be practical, the texture rebake/projection should be fully threaded/gpu accelerated
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