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Levels of Details can be generated by the plug-in using the LOD groups.
-
Add the geometry for each LOD to a primitive group.
-
Name the starting LOD as
lod
.
The plugin creates sequence of LODs on the Static Mesh. The alphabetical order of the group names defines the order of the LODs in the mesh. The base level is lod0, then lod1, lod2 and so on. LOD levels on a mesh can also be imported to Houdini: LOD groups will be automatically created by the plug-in if the mesh in a geometry input or world outliner input has more than one LOD level
You can import LOD levels on a mesh to Houdini. LOD groups are automatically created by the plugin if the mesh in a geometry input or world outliner input has more than one LOD level. Check the checkbox for Export LODs on the input.
Attributes ¶
Unreal to Houdini ¶
This table lists special attributes which are created by the plug-in when importing data from Unreal to Houdini. See Attributes and Groups for more information.
Level of Details ¶
You can change the LOD settings on the Generic UProperty Attributes.
Attribute Name |
Owner |
Description |
---|---|---|
|
Detail |
Sets the LOD used for collision |
|
Detail |
Sets the minimum LOD |
|
String |
Sets the LOD Group |
|
Detail |
Sets the screensize values where lodx is the name of the LOD Note Manual change of the screensize values turns off |
|
Primitive |
Sets the screensize values of the LOD Note Manual change of the screensize values turns off |
Meshes generated by Houdini Engine that have LOD groups will automatically create Hierarchical Instanced Static Mesh Components when instanced, either on Packed Primitives or Object Instancers.
Note
Make sure the geometry inside of each LOD group is not packed. The plugin will create a separate instancer instead of a LOD level for packed geometry.
Groups ¶
Some special group names have naming schemes which specify generation behavior when marshalling data from Houdini to Unreal.
Level of details ¶
Group Name |
Description |
---|---|
|
Prefix used for defining a Mesh’s LOD level |