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View Dependent LODs

View dependent LODs are generated based on either using a specific camera path. Or in Unreal Engine case a Nav Mesh can be used to sample visibility from various location in the scene to generate a view dependent LOD. Currently in UE4 if a level has NavMesh Bounds user can add SimplygonNavMeshSampler to sample random points in navigable space and setup omnidirectional camera during processing to compute visibility weights. This can be used with Standin and HLODs. For HLOD the visibility settings are automatically setup.

View from navigable area.

Out

View dependent lod with culled triangles.

Cull

Baked texture without visibility.

TextureWithoutCull

Baked texture with visibility taken into account.

TextureWithCulling

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