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LOD tool update

LOD tool update

Feature Request List/Notes: [See Attached image for details]

 

  1. Reorganize the "Reduction Method" into a per LOD level solution

 

-This will allow for a more streamlined/controlled LOD optimization without the need to switch methods on subsequent LODs.

 

  1. Add Exclusion mesh in Advanced Options

 

-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.

  • -[ May be useful for Extremely low poly meshes that do not require optimization, but that the user may want to keep in subsequent LOD levels ]
  • -Could be implemented on a per LOD level as well for finer control

 

  1. Add 'Remesh & Project' optimization method. [ Stretch Goal ], similar functionality as in Simplygon/Houdini

 

-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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