.. _digital-replica-phase-4: ========================================= Phase 4 — LOD Generation (Blender + 3DSC) ========================================= This phase generates multiple Levels of Detail (LODs) from the textured tiles produced in :doc:`phase-3-texturing`. The 3DSC **LOD Generator** decimates geometry and bakes lower-resolution textures so the final Reality-Based file can be efficiently visualized at different zoom levels. .. contents:: On this page :local: :depth: 2 **4.1 Import Textured Tiles** 1. Open new Blender file (or continue from previous) 2. **Import > 3DSC > Import OBJ (Ant File Importer)** 3. Navigate to ``05_RB/03_Model_Library/[ModelName]/meshpolytex/`` 4. Import all tiles .. figure:: /img/import_textured.png :width: 800 :align: center *[SCREENSHOT: Blender with fully textured tiled model from EM structure]* .. tip:: If working with a very large model, you can import tiles in batches to verify quality before importing the complete set. **4.2 Verify Quality with Model Inspector** Use 3DSC's Model Inspector to check texture resolution: 1. Select one or more tiles 2. Open **3DSC > Model Inspector** panel 3. Click **MeanRes** button 4. Review statistics: - Area (m²) - Polygon count - Mean resolution (mm/pixel) - should be ~1.2mm - Polygons per m² - should be ~1000 5. Click **Export** to save statistics as CSV .. figure:: /img/model_inspector.png :width: 600 :align: center *[SCREENSHOT: Model Inspector panel showing statistics]* **4.3 Set LOD0 Base** Before generating LODs, designate the highest detail level: 1. Select all textured tiles 2. Open **3DSC > LOD Generator** panel 3. Click **LOD 0 (set as)** button This cleans and renames objects with ``_LOD0`` suffix and proper naming convention (``ob1mt1`` format). .. admonition:: Naming Convention 3DSC uses a standardized naming: - ``ob`` = object - ``1`` = object number - ``mt`` = material - ``1`` = material number - ``_LOD0`` = level of detail This ensures compatibility with game engines like Unreal Engine. **4.4 Configure LOD Settings** Set parameters for Level of Detail generation: 1. **Number of LODs**: Typically 2-3 LODs 2. **Padding**: Enable padding ratio (recommended) 3. **Decimation Ratios** (expressed as decimals 0-1): Example for 3 LODs: - LOD1: 0.2 (20% of LOD0 = 200 poly/m²) - LOD2: 0.04 (20% of LOD1 = 40 poly/m²) Or: - LOD1: 0.5 (50% of LOD0 = 500 poly/m²) - LOD2: 0.25 (50% of LOD1 = 250 poly/m²) 4. **Texture Resolutions**: - LOD1: 2048 px - LOD2: 512 px - LOD3: 128 px (if needed) 5. **Export Folder**: Select where LOD files will be saved .. figure:: /img/lod_settings.png :width: 500 :align: center *[SCREENSHOT: LOD Generator panel with settings filled]* **4.5 Generate LODs** 1. Click **Generate** button 2. Monitor progress in system console 3. The tool will: - Decimate geometry for each LOD - Bake textures to lower resolutions - Export LOD files to specified folder - Create LOD data inside the .blend file .. admonition:: Processing Time LOD generation is time-intensive: - Small models (~10 tiles): 5-15 minutes - Medium models (~50 tiles): 30-60 minutes - Large models (100+ tiles): Several hours .. seealso:: - Previous step: :doc:`phase-3-texturing` - Next step: :doc:`phase-5-rb-file` - Tool reference: :doc:`/reference/panels/lod-generator`