Phase 5 — Final Reality-Based File
This phase organizes the LOD output from Phase 4 — LOD Generation (Blender + 3DSC) into
the canonical Reality-Based (RB) file — the single .blend document
that downstream stratigraphic annotation projects, Extended Matrix workflows
and game-engine exports will reference.
5.1 Organize Collections
After LOD generation, organize your Blender file:
Check collection structure:
RB (Reality Based) ├── tile_01_LOD0 ├── tile_01_LOD1 ├── tile_01_LOD2 ├── tile_02_LOD0 └── ...
Clean up any temporary objects
Verify all LODs are present
5.2 Save as RB File
File > Save As
Navigate to
05_RB/03_Model_Library/[ModelName]/Name convention:
[ModelName]_RB.blendExample:
SeriePola_RB.blendFinal location:
05_RB/03_Model_Library/[ModelName]/[ModelName]_RB.blendThis file is now ready for:
Stratigraphic annotation projects (in
07_SB/)Extended Matrix integration (
06_EM/)PyArchInit workflows
Game engine export
Dataset publication (
09_Dataset_Publication/)
Fig. 29 [SCREENSHOT: Final .blend file showing organized LOD structure in EM folder]
EM Structure Context
The complete Model Library subfolder now contains:
05_RB/03_Model_Library/[ModelName]/
├── meshmono/ # Decimated canvas
├── meshpoly/ # Segmented tiles (untextured)
├── meshpolytex/ # Textured tiles
└── [ModelName]_RB.blend # ★ Final Reality-Based file
This organization keeps all processing stages together while providing the final, optimized model for downstream use. For the complete file-by-file location guide, see File locations — Digital Replica reference.
5.3 Use LOD Manager
To visualize different LOD levels in Blender:
Select an object/tile
Open 3DSC > LOD Manager panel
Set LOD Level (0, 1, or 2)
Click Set LOD button
The viewport will update to show the selected detail level.
Fig. 30 [SCREENSHOT: LOD Manager panel with LOD level selector]
See also
Previous step: Phase 4 — LOD Generation (Blender + 3DSC)
Next step: Phase 6 — Integration with Stratigraphic Annotation
Tool reference: LOD Manager