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MSFS24 Blender + LOD for 2024

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southafrica
Hi Everyone
I need some help, with the correct export settings or information i can use to stop my models from only showing up at close range... example with a model (image) attached where it only shows if you're right on top of the model.
Some objects i make show up from a distance, while others don't.

Thanks
Gareth
 

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Hi Everyone
I need some help, with the correct export settings or information i can use to stop my models from only showing up at close range... example with a model (image) attached where it only shows if you're right on top of the model.
Some objects i make show up from a distance, while others don't.

Thanks
Gareth
Add a huge inivisble poly. This will increase the bounding box, and make the LODs less harsh and display small models at a larger distance without loading throgh the LODs
 
Add a huge inivisble poly. This will increase the bounding box, and make the LODs less harsh and display small models at a larger distance without loading throgh the LODs
Not really. This is a "workaround" and therefore not recommended. None of the SDKs published in the last 30 years mention anything about it :-)
Mamu's approach, or rather, the question posed by Mamu, is the only correct way. However, it may also depend on the object itself. For models with very few polygons, you could do it this way. But for models with a high number of polygons and textures, the only option is to use an LOD system. This is exactly how it's described in every SDK.
 
Add a huge inivisble poly. This will increase the bounding box, and make the LODs less harsh and display small models at a larger distance without loading throgh the LODs
Actually, this trick is used by Asobo and Microsoft themselves. Disappearance of objects is tied to percentage of screen size. The sim computes a bounding sphere for the models and uses that to decide to display. Additionally, the sim will suppress display at distance according to the number of vertices in the model. For a small object, with relatively few vertices, I'd use the invisible box (or poly) trick, and few or no LODs.
 
Not really. This is a "workaround" and therefore not recommended. None of the SDKs published in the last 30 years mention anything about it :-)
Mamu's approach, or rather, the question posed by Mamu, is the only correct way. However, it may also depend on the object itself. For models with very few polygons, you could do it this way. But for models with a high number of polygons and textures, the only option is to use an LOD system. This is exactly how it's described in every SDK.
Hater?
Why would you say "not really" - if you are so experienced with FS, you would know that my "workaround" is a common practice. I did say to still generate LODs, but a large invisible poly will make that screen area larger - as Dick said, this is a method Asobo and MS are using themselves.

I am just offering help and a little seldom known trick to make LODs less harsh. The SDK the past 30 years also didn't mention how to get wet surface effects on custom ground polys, how to keep jetway wheels on the ground.

I remember when FSDeveloper was a place where any and all input was appreciated. :rolleyes:
 
My dear friend, moderate your tone. This is a developer forum, not a platform for hate speech.
The more answers a colleague receives to his question, the better he can decide which method is best for him. Wet surfaces have nothing to do with the topic; that doesn't help anyone.
 
My dear friend, moderate your tone. This is a developer forum, not a platform for hate speech.
The more answers a colleague receives to his question, the better he can decide which method is best for him. Wet surfaces have nothing to do with the topic; that doesn't help anyone.
Moderate your tone then I'll be right behind you!
I made a simple suggestion - comments like "None of the SDKs published in the last 30 years mention anything about it" or "the question posed by Mamu, is the only correct way" also doesn't help anyone. Especially given the FACT that my simple suggestion DOES WORK and adds to a method that was not yet disclosed - contradicts your own argument.
 
Moderate your tone then I'll be right behind you!
I made a simple suggestion - comments like "None of the SDKs published in the last 30 years mention anything about it" or "the question posed by Mamu, is the only correct way" also doesn't help anyone. Especially given the FACT that my simple suggestion DOES WORK and adds to a method that was not yet disclosed - contradicts your own argument.
That’s why you don’t have to shout 😀
 
Just for the sake of information

Current msfs SDK (as well as 2020 one) gives advice about using the cube trick only when dealing with an object with very obvious animation, because the LOD system will start to skip animation frames, see the bottom of this page


There is a very interesting thread at Devsupport about LODs (there are quite a lot indeed)
A specific post by Eric (Asobo)


Should warn everyone using the cube trick: they know how to detect it. That alone should discourage its abuse, in my humble opinion, because Asobo already demonstrated that when they want to switch on a limit to overcome the Xbox limitations (or to make room for new feature), they will do it without any further advice

Tldr:
- there are LOD limits, so make LODs as instructed by the SDK documentation is (in my opinion, again!) the only correct choice and advice to give people(-> I like to respect design rules so if the game isn't performing correctly is not my fault!)
- do I know how to overrides rules? Yes, and I may suggest them, ensuring that people are aware that suggested method is a workaround
 
FSdeveloper was started by Arno many years ago, because of a lack of information regarding FS development. A place to gather information and encourage experimentation, as most of the sim's capability was not included in an SDK. Asobo has been doing a good job with giving developers information. They have also been creating simulators that are basically ongoing betas. What works today may not actually work tomorrow.

For a small object, it wouldn't be unusual for the first LOD minimum to be set at 15. Then the LOD0 would remain until it's bounding sphere is only 15% of the vertical screen size. The next LOD could have just the albedo texture, and a reduction of vertices of a quarter (25%), and that LOD1 could be perhaps 5%. Then go to vertex coloring and an LOD2 vertex reduction of another 25% and a minimum of 2%. Perhaps one more LOD3. a colored box with an LOD at 1%. Just a suggestion. In Blender, usually LODs are created by making a duplicate and using a decimation modifier. The SDK recommends a vertex reduction of 50% for each LOD I think, but that is an error. It should be 25%.
 
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