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LOD VRML97 Helper 651
Icon Size—
Determines the size of the helper in the
scene.
LOD VRML97 Helper
Create panel > Helpers > VRML97 > Object Type rollout
>LOD
The Level of Detail (LOD) helper lets you
specify objects with varying face counts that
are appropriate for different view ing distances.
Brow sers display the less deta iled objects when the
viewer is far away from them a nd substitute the
more detailed objects at closer ranges.
Use LOD objects to speed up rendering of scenes
in which hig h ly detailed objects are often far away
from the viewer.
Objects used for LOD do not have to be of the
same type or size, so you can accomplish a crude
form of morphing by using different objects as
the LOD components. For example, a tree might
seem to g row if taller trees with m ore limbs are
substituted as the viewer gets closer.
Pr ocedur es
To crea te a Level of Deta il hel per obj ect:
1.
Create the objects to which you want to add
level of detail.
2. Click the LOD button.
3. Click and drag in the scene to create a helper
object.
4. Add the objects to the list with Pick Objects.
5. UsetheHideandUnhidecommands,ortheH
key, to help pick the objects and add them to
the LOD list.
6. Select the objects in the list and use the Distance
spinner to set the distance.
To create a ll the objects a nd the LOD helper obj ect at
exactly the same coordinates:
1.
Create the LOD helper object.
2. You can use Snap and create the helper object
at the origin (0,0,0 coordinates), or use the
Keyboard Entry rollout for a Standard Primitive
to specify an exact object origin.
3. Create the object with the most detail at the
same coordinates. Name it (for example,
hicapsule).
4. Cho ose Edit/Clone.
In the Clone Options dialog, choose Copy
and name the new object (for example,
medcapsule).
5. Repeat step 3 to create the other objects (for
example, locapsule).
For the medium and low resolution objects,
apply an Optimize modifier to reduce the face
count.
Forprimitives,youcanreducethefacecount
by changing the creation parameters in the
modifier stack.
Interfa ce