samfred2 commited on
Commit
4af3aa8
·
verified ·
1 Parent(s): a2ce930

[flow_default] Transcription: 001 Level of Detail.json

Browse files
transcriptions/001 Level of Detail.json ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ {
2
+ "audio_file": "001 Level of Detail.wav",
3
+ "text": "Hello and welcome back to this section about optimization. The first thing we want to talk about is level of detail. So before we talk about level of detail I actually want to show you that you can make the ground look a lot better by adjusting the normal map amount or normal strength. So if you open up the blend material that you're using for your scene you can go down inside of the blend material into the normal strength. So if you pull this away, you can see middle layer normal strength. And there's also a base layer normal strength and a top layer normal strength. So I'm going to enable all of them. And right now the strength is one. So if I go down here and while I'm looking at my scene, I can adjust this. So for example the middle layer normal map. If I increase it you can see the ground gets more detail. So if I crank it up to 10 and make it crazy this is going to make it go crazy. And this one we can adjust to actually give more detail to the ground. So let's try to make it four before we go to optimization. Now let's see what 4 looks like. And we can try to make this full screen. And this is actually looking way better than before. Like before, it was on 1. This is very flat. This is the top layer. And on 4, you get a lot more detail. So let's give it 4. You can also crank it up to something else if it looks a lot better but I think this is too high. I think 4 is looking pretty good so let's keep it at 4. Okay so right now we want to talk about level of detail. So what level of detail is let me jump out of this pilot mode and what level of detail is is for example this box when I'm playing the game and I'm moving away from this box, I don't want to render all of the details for this box. This will be a waste of my power from the computer. So for example, let's go back to the wooden crates. And this one, you can see that the triangle amount is 1100 and if I double click it and I go close to it you can see it's 1100 and if I go away from it it decreases to 550 if I go further away from it it decreases even further so this is called level of detail and it actually makes the model look worse when I go away because why do you need to render every single detail when you're standing far away you can't even see the small details and this is how the engine handles the optimization it doesn't render all of the small details that you would otherwise see if you're standing very close to the model. So this is called level of detail and you can adjust the level of detail for each model and you can also adjust when to make the model look worse like how far should you just stand away from the model. So this is called level of detail and you can actually see this is happening with our grass. If you look at the one further away they change. You can see here all of these grass are actually changing and this is called level of detail. In my opinion this is too close like the player would be confused of why the grass is changing like this. We have to make it so subtle that the player do not realize that this is actually changing. For example, this box is actually changing right now, but you can't really see it. So this is how we want to do it. So to take a look at the level of detail, you double click the model and inside of the model, you have all of these levels of details so you can actually view them I'm going to decrease the camera speed to 2 and you can view them by scrolling around in the level of detail so you can see this is the level of detail the worst one and this is the best one so this is how it looks when you're far away but you can't really see it when you're far away so this is a good thing to do to decrease the power used and optimize your game and increase your FPS. The way to change the distance from the LODs is you go inside of here and you choose what LOD you want to change. Inside of this LOD for example LOD1, here you can click on this called Auto-Compute LOD Distance. You will disable this and here you can choose the distance on which you want to change it. For example, the lower the screen size, the further away you need to be for it to change. For this grass, for example, if we wanted to edit it, we had to decrease the screen size so it didn't change this quickly. For example, maybe this is a large level and I actually only want to change the grass when I'm standing over here so the player is not seeing that this is changing. I don't want to change the LOD when I'm this close. In some cases you can do this if the LOD change is not too drastic. So you have to go in every single model and actually do this. So for example, the LOD for this bottle, I can click on the water bottle, click on the model, and you can see when I get closer, the LOD or the the triangles increase. If I go away, it decreases. You can choose when to increase and decrease the size. So actually I think this is this is actually pretty good. Unreal Engine does a good job. But if I wanted to change the distance, I can choose the low D1. This is the 550 triangle one. And the low D2 is the 274. So for example, this one, I can remove auto compute the distance and I can choose for when to change it. So I think this is fine for now. This is only for the 3D models, so something like decals, they don't have LODs, it's only 3D models that have this.",
4
+ "language": "en",
5
+ "confidence": null,
6
+ "duration": 417.73
7
+ }