![]() Under each of these locations you have a separate branch of the hierarchy that declares the actual geometry used for that LOD representation of the asset. Each of these child locations has metadata to determine when that level of detail is to be used. Multiple levels of detail for an asset are declared by having a level-of-detail group location that has a number of level-of-detail child locations. In Katana, LODs can also be used to declare completely different versions of an asset for different target outputs, such as a bounding volume representation for a volumetric renderer in addition to standard geometrical representations, such as polygon meshes, to be used by conventional scanline renderers or ray-tracers. By selecting an appropriate version of each asset to send to the renderer the overall complexity of a shot can be controlled and render times managed. Katana can then be used to select which representation is used in a given render output.Ĭonventionally LODs are used to hold a number of asset versions each with a different amount of geometric complexity, such as a high level of detail to use if the asset is close to the camera and middle and low levels of detail if the asset is further away. ![]() Levels of Detail (LODs) is used to allow an asset to have multiple representations.
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