Level of Detail vs. Subdivision

Scott LivingstonScott Livingston Posts: 4,340
edited December 1969 in Daz Studio Discussion

What is the difference between adding a level of subdivision (on the Parameters pane) and adding a level of detail (Edit>Figure>Geometry>Add Level of Detail), and when would one want to use each? I read the definitions in the Glossary but the distinction isn't clear to me.

(I'm not importing or exporting, just using DS, in case that's relevant)

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    They go in opposite directions - LoD adds hand-made lower resolution versions of the mesh for use at a distance, to reduce the load on the system, while SubD repalces the mesh with a higher resolution mesh made by sub-dividing it.

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    They are opposites in my opinion. Sub-division increases the poly count by a factor of four, as each polygon is subdivided, to create four polys. Level of Detail is a method of using lower poly figures which will come into effect depending on the distance from the camera, at least, that is how it worked with the V4 and M4 Gen 4 figures.

    V4 and M4 have LOD meshes in the Geometries folder, 17k, 4k, 2k and ik, and these can be loaded and switched out, say for crowd scenes. You can set the distance that each one is uded at i think (from poor memory).

    I think there is a bug atm with the 4.5, and LOD doesnl't seem to work properly on V4 at least.

  • Scott LivingstonScott Livingston Posts: 4,340
    edited December 1969

    Great, thank you! :)

  • wancowwancow Posts: 2,708
    edited December 1969

    They go in opposite directions - LoD adds hand-made lower resolution versions of the mesh for use at a distance, to reduce the load on the system, while SubD repalces the mesh with a higher resolution mesh made by sub-dividing it.

    Is this for rendering purposes or for work flow purposes?

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    LoD is for rendering, so that a distant object (for a user-defined value of "distant") is sent to the renderer only as simpler mesh.

  • wancowwancow Posts: 2,708
    edited December 1969

    is there such a thing for the genesis figure itself? Or is it something we have to create?

  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    There aren't any LoDs for Genesis, but then the base mesh is fairly modest (18,000 polygons, compared to 70,000+ for the fourth generation figures). Though the fourth generation LoDs did go down to 4,000 as I recall.

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    They went right down to 2k and 1k as well.

    Here is a screenshot of the M4 1k version, not a lot of use, but the 4k one doesn't look too bad :)

    Untitled-1.jpg
    1030 x 760 - 136K
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